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IDProjectCategoryLast Update
0002010AI War 1 / ClassicSuggestion - AI Behavior And TacticsJan 3, 2011 11:44 am
ReporterMaxAstro Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.049 
Summary0002010: Anti-bottleneck behavior only on border planets
DescriptionIt would solve a lot of issues and make a lot of sense if the anti-bottleneck behavior only happened on AI worlds and human border worlds. From a thematic standpoint, how does the AI even know that I have that many ships two hops away from any system it controls? From a gameplay standpoint, this would partly solve the issue with certain golems triggering a permanent AI response and would allow you to leave your fleet on your core worlds without worrying about building too many ships and the AI getting peeved. Plus the Fallen Spire stuff would also have a chance of not being a one-way ticket to infinite threat.
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Chris_McElligottPark

Dec 11, 2010 7:53 pm

administrator   ~0005998

One problem with that, though: To have an impenetrable bottleneck, all you'd then have to do would be to build it one behind your border world, which is something that sometimes happens naturally, anyway.

MaxAstro

Dec 11, 2010 7:57 pm

reporter   ~0005999

That is true. I don't like the mechanic as it stands at all, though. Bottlenecking needs to be prevented somehow, yes, but the mechanic needs to have a way to distinguish between "I'm am bottlenecking this planet for the rest of forever" and "I'm moving my entire fleet here to defend against the four waves the AI just announced against this one planet".

Chris_McElligottPark

Dec 11, 2010 8:01 pm

administrator   ~0006000

I'm definitely open to discussion on that -- I'm sure this will get reinvented a lot next week. I also think that this is not triggering often enough in certain circumstances, and too often in others, but it was a worthwhile first stab to test it out, I think. Better a discussion on the forums, though.

cathexis

Dec 12, 2010 3:25 am

reporter   ~0006052

How about make it so that the AI only responds to anti-bottlenecking when it knows about it going on. So on AI controlled systems, border worlds, and planets it currently has ships on. This way, you can build up your giant turret farm plus starships and golems on a system one away from the front and it'll be safe right until a fighter jumps through the wormhole and spots the massive buildup of forces.

This would let people do large force raids with a timer - hit a really well defended system super hard and then pull back to deal with the spawned response forces.

As for the decrease rate, maybe have the firepower response level decrease by one per minute the system isn't being monitored - requiring the player to pull back the main offense line or stall out attacking forces before they get to the perimeter. This would mean a minimum of 45 spawned ships for a detected 10,000 Firepower planet at AI 7 and a lot more for a really serious blob or a planet that sees a lot of action.

KDR_11k

Dec 12, 2010 10:28 am

reporter   ~0006059

How about defining a border world as one that borders AI or neutral worlds? Once the AI moves in you either move your blob to meet it and trigger the response or it breaks the command station in front of your blob world and triggers the response. That would make it less likely for factory worlds to accidentally go above the threshold because they'll be far in friendly territory anyway.

Draco18s

Dec 13, 2010 4:01 pm

developer   ~0006118

Except that many players (myself included) often build front-line factories so we don't have to wait for frigates (which I no longer build anyway) to move up.

Chris_McElligottPark

Dec 13, 2010 9:09 pm

administrator   ~0006139

In the next version:

The experimental anti-bottleneck/anti-giant-fleet from the last version was problematic and on shaky logical ground to begin with. It was an interesting brief experiment, and thanks to everyone for bearing with us and sharing your thoughts whether you loved it or hated it. But this is one mechanic where trying to fix it is likely to just spiral out of control, and we'd rather devote our time and attention to more promising avenues.

Issue History

Date Modified Username Field Change
Dec 11, 2010 7:07 pm MaxAstro New Issue
Dec 11, 2010 7:53 pm Chris_McElligottPark Note Added: 0005998
Dec 11, 2010 7:53 pm Chris_McElligottPark Status new => resolved
Dec 11, 2010 7:53 pm Chris_McElligottPark Resolution open => won't fix
Dec 11, 2010 7:53 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 11, 2010 7:57 pm MaxAstro Note Added: 0005999
Dec 11, 2010 8:01 pm Chris_McElligottPark Note Added: 0006000
Dec 12, 2010 3:25 am cathexis Note Added: 0006052
Dec 12, 2010 10:28 am KDR_11k Note Added: 0006059
Dec 13, 2010 4:01 pm Draco18s Note Added: 0006118
Dec 13, 2010 9:09 pm Chris_McElligottPark Note Added: 0006139
Jan 3, 2011 11:44 am Chris_McElligottPark Status resolved => closed