View Issue Details

IDProjectCategoryLast Update
0001975AI War 1 / ClassicSuggestion - AI Behavior And TacticsJan 3, 2011 11:44 am
ReporterTechSY730 Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.048 
Summary0001975: New Freed Unit Behaviour
DescriptionI've noticed that there are currently two types of freed units, regular (normal clustering and firepower evaluation behaviour) and chase (just move to the straight for the next planet, don't gather, don't wait).
I would like to propose a new type of freed. Attacking freed, or whatever. Basically, they would gather and wait around wormholes and consider firepower like normal freed units. However, what "attacking freed" units consider enough firepower will be much less than what "normal freed" units will need before attacking. Also, there will be a maximum time an "attacking freed" unit will wait until they attack anyways. Of course, the proper numeric parameters will need to be determined.
Note, that like "chase freed" ships, "attacking freed" units will also appear as normal threat units to the player.

Came up in this post: http://www.arcengames.com/forums/index.php/topic,7847.msg66919.html#msg66919
TagsNo tags attached.
Internal Weight

Activities

TechSY730

Dec 10, 2010 2:03 pm

reporter   ~0005880

Oh, I forgot to mention when "attacking freed" should be used. Basically, it should be used when a ship spawns freed for the purpose of attacking. This includes cross planet attacks, warps to AI worlds (such as when there are no adjacent warp gates or a raid engine), and maybe border aggression. This should help to make these attacks actually attack, rather than just "additional defenses".
Existing ways to free ships (blowing up guard posts, blowing up planets, aggro, etc.) will still put ships into "normal freed"

For bonus points, if there are too many "normal freed" units on a planet, you could have a small percentage of them be "attacking freed", to prevent stupidly high defenses due to freed ships waiting.

TechSY730

Dec 15, 2010 5:49 pm

reporter   ~0006237

Reducing the priority, as the latest betas make CPA type waves less likely to turtle, because freed ships are now less likely to turtle.

Chris_McElligottPark

Dec 15, 2010 5:55 pm

administrator   ~0006240

I'm really not inclined to get into any more complexity than just free/threat with these ships at the moment. It's possible I might want to go in a direction like you describe in the future, but way too much is in flux at the moment and I think it can be solved in a simpler fashion.

And, really: aside from the many, many bugs that were in place when this report was originally filed, when things are working properly I think the appropriate behavior is what they're doing. When players enable cross-planet waves, that means that ships won't suicidally charge into a planet that they have no hope against. Makes sense to me!

TechSY730

Dec 15, 2010 5:56 pm

reporter   ~0006242

Makes sense. The current "should we attack yet" calculations plus the fixes to the AI "forgetting" freed ships should make this type of issue almost moot. (Hence the issue's priority nerf)

Chris_McElligottPark

Dec 15, 2010 6:03 pm

administrator   ~0006246

Awesome -- I figured as much.

Issue History

Date Modified Username Field Change
Dec 10, 2010 1:50 pm TechSY730 New Issue
Dec 10, 2010 2:03 pm TechSY730 Note Added: 0005880
Dec 15, 2010 5:49 pm TechSY730 Note Added: 0006237
Dec 15, 2010 5:49 pm TechSY730 Priority normal => low
Dec 15, 2010 5:55 pm Chris_McElligottPark Note Added: 0006240
Dec 15, 2010 5:55 pm Chris_McElligottPark Status new => resolved
Dec 15, 2010 5:55 pm Chris_McElligottPark Resolution open => won't fix
Dec 15, 2010 5:55 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 15, 2010 5:56 pm TechSY730 Note Added: 0006242
Dec 15, 2010 6:03 pm Chris_McElligottPark Note Added: 0006246
Jan 3, 2011 11:44 am Chris_McElligottPark Status resolved => closed