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IDProjectCategoryLast Update
0001829AI War 1 / ClassicSuggestion - Balance TweaksJan 16, 2011 12:26 am
ReporterSpikey00 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.045 
Fixed in Version4.068 
Summary0001829: Rally guardians not auto-attacked, and generally annoying with stealth
DescriptionI assume the rationale here with the guardian is that it's a huge HP sink, but I would it if they were automatically attacked as they tend to sneak around into unprotected planets, unless the idea here is that it be ignored. I've had seige starships on hand to destroy the engines on the thing, but if only was I aware that it was un-cloaked on planet...

It's also really quite annoying with having stealth.

I suppose that's the gist of it. :p
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Spikey00

Dec 4, 2010 5:41 pm

reporter   ~0005260

Derp, well, I suppose with their auto-attrition it's less important to change this one, but I'm neutral here.

Vinraith

Dec 4, 2010 5:49 pm

reporter   ~0005262

Yeah, with the auto-attrition it theoretically resolves itself. Still, I'm not sure exactly what the motivation behind making them so invulnerable was in the first place. I'd think making them more of a "tough" normal guardian, with health and armor to match, would be more interesting. Maybe the issue then is that they die so quickly they never get a chance to summon reinforcements?

Spikey00

Dec 4, 2010 5:58 pm

reporter   ~0005263

I suppose that's the reason.

As another note, them having weapons is undesirable if they're supposed to be like this.

Vinraith

Dec 4, 2010 6:04 pm

reporter   ~0005265

It doesn't seem like an ideal way for them to operate in general. I wonder if it wouldn't be more interesting if they had no weapons and regular health/armor, but were perma-cloaked for a period of time or heavily shielded, so that they could get past your front lines without being noticed/killed and try to draw reinforcements into your back field.

Toll

Dec 4, 2010 6:06 pm

reporter   ~0005266

It doesn't really matter in most cases how deep into your territory they get; they don't spawn reinforcements, they just redirect some of the special forces ships to them. Which, in most cases, means they're far from a threat.

Vinraith

Dec 4, 2010 6:47 pm

reporter   ~0005274

@Toll

I was thinking in terms of moving deep enough into your territory that the reinforcements they were drawing were coming through unanticipated entrances along your frontier, rather than the presumably front-line wormhole that the guardian came through in the first place.

True-Chaos

Dec 4, 2010 7:09 pm

reporter   ~0005275

*grin* You made me remeber what I wanted to suggest now...

For targets like this and other, Don't auto-attack due to large health, but that for targets that don't have a downside to killing, How about only having ships auto attack the target if they would do more than 2% of the targets health in damage *or* the target is mobile and the attacker does engine damage.

This way your turrets/fleet defends itself, while at the same time you Fighter wings don't chase down the guardians and try to nibble it to death while 300 bombers use the distraction to blow your command station :)

Chris_McElligottPark

Jan 16, 2011 12:26 am

administrator   ~0008620

Okay, time for a complete redesign here:

* AI Special Forces Rally Post Guardians now have zero extra armor and zero extra health compared to the basic guardian template. Their attack is now 10k * shiplevel rather than just a token shiplevel value. They no longer have cloaking, they no longer have self-attrition, they no longer hunt the human homeworlds, and they are no longer direct-only targeted.
** However, they now have a new ability: not only do they draw the AI special forces ships to them in the way they always have, but the AI also gets special forces reinforcements added at this guardian during each reinforcement event at the guardian's planet (they don't count as a guard post in any other fashion, though - not for ship counts or anything like that).

Issue History

Date Modified Username Field Change
Dec 4, 2010 5:38 pm Spikey00 New Issue
Dec 4, 2010 5:41 pm Spikey00 Note Added: 0005260
Dec 4, 2010 5:49 pm Vinraith Note Added: 0005262
Dec 4, 2010 5:58 pm Spikey00 Note Added: 0005263
Dec 4, 2010 6:04 pm Vinraith Note Added: 0005265
Dec 4, 2010 6:06 pm Toll Note Added: 0005266
Dec 4, 2010 6:47 pm Vinraith Note Added: 0005274
Dec 4, 2010 7:09 pm True-Chaos Note Added: 0005275
Jan 16, 2011 12:26 am Chris_McElligottPark Note Added: 0008620
Jan 16, 2011 12:26 am Chris_McElligottPark Status new => resolved
Jan 16, 2011 12:26 am Chris_McElligottPark Fixed in Version => 4.068
Jan 16, 2011 12:26 am Chris_McElligottPark Resolution open => fixed
Jan 16, 2011 12:26 am Chris_McElligottPark Assigned To => Chris_McElligottPark