View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0022095 | AI War 2 | Gameplay Issue | Nov 5, 2019 6:38 pm | Nov 8, 2019 3:51 pm | |
Reporter | Smaug | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.003 Sortable Objectives | ||||
Fixed in Version | 1.007 The Player/AI Arms Race Intensifies | ||||
Summary | 0022095: No Punishment for Deepstriking | ||||
Description | Currently the player is not punished for deepstriking, leading to some cheesy strategies. If they have a strong enough fleet, they can just wipe planets that are very far away from any friendly territory. For example, I have 2 offensive fleets, and 1 support fleet that just can march around the AI's territory, negating alot of AIP. I can just go to the planets hosting data centres and blow it up while being 9 planets away. It removes some strategical element about the campaign, as once I realized there were no repercussions, I just went around, only claiming planets that had some important structures. Screenshot: https://prnt.sc/psz5g9 In the screenshot, I was able to go from Armaghast (left) all the way to Path (Bottom) (Pretend that the planets inbetween were not claimed yet), hack the super terminal, and go back - my transports did not once get crippled. My suggestion is to bring back deepstriking causing exogalactic strikes from AIW1 Another of my suggestions is to nerf the support fleets in some way, (kinda like supply from AIW1) except instead the factory/engineers repair at a reduced rate, they can only repair flagships to a certain percentage instead of full, or costing more metal to repair/replenish ships. | ||||
Tags | No tags attached. | ||||
|
Those are some interesting ideas about supply fleets being less effective when past a certain point into enemy territory -- I'm a fan of that. The exos being something that start coming in as a result of deepstriking I have mixed feelings on, personally. It can wind up just being more of a hassle, or a "you lose because you did the wrong thing" sort of mechanic, and I don't like either of those styles. Other times it can work really well, but I think that it requires the players to understand really well what the mechanics are before they cause a problem. Maybe the further away you are from your planets, the worse the counterattacks from AIs get? That has more of a direct impact there in enemy territory, versus being something you have to withdraw to deal with. Plus it is the sort of thing that still counts up gradually rather than being an instant thing. I'm not sold that that's the best approach; part of me wants to see some sort of anti-deepstrike warden-like faction that shows up only to combat deepstrikers and really scare the mess out of them. Along with the support nerfs you mentioned. I think it deserves some discussion, maybe here and on discord. |
|
I do like the idea of the AI counter attacks being worse the farther you are from your planets, but I see it as being negated by the player destroying all the guard posts, which stops it from doing anything. Maybe when the counter attack gets cancelled, a certain percentage gets added to a budget for the AI anti-deepstrike subfaction that you mentioned. The percentage gets higher that farther away it is, eg) 2 planets away is .5%, as to warn the player about the subfaction. Then at 3 planets it goes up to 5%. and 4 planets at 10% and so forth. The anti-deepstrike faction would still be able to exist without the added budget, but when the player manages to neutralize a planet, it then starts to get scary. |
|
(This suggestion is if you are going with the faction solution). In X3 (a space game. I'm sure you've heard of it). Factions have ships that are part of the Rapid Response Fleet. How they work is that if an enemy ship somehow makes its way deep into a faction's territory, local ships will call the Rapid Response Fleet. After a few minutes, ships show up to deal with the intruder. Maybe some form of that? Basically Human Resistance fighters, but for the AI. And maybe they scale with AIP or how far away a fleet is from human territory? Just throwing ideas out there. |
|
An AI version of HRF that would react to player deepstriking would actually be quite easy to implement. I actually really like this. |
|
I third the motion, but with how fast transport fleets are they'd need to show up super-fast I would think and in potentially big numbers. |
|
I definitely am hugely in favor of this. With it being something that is more or less baked into the AI like the hunter and warden are, despite it being "it's own faction" under the hood. |
|
As an aside, I need to figure out a way to get these added into existing quick starts without poor puffin having to recreate those all again, once we get to that point. |
|
The AI Reserves have arrived |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 5, 2019 6:38 pm | Smaug | New Issue | |
Nov 5, 2019 7:10 pm | Chris_McElligottPark | Note Added: 0054379 | |
Nov 5, 2019 7:10 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 5, 2019 7:10 pm | Chris_McElligottPark | Status | new => feedback |
Nov 5, 2019 8:24 pm | Smaug | Note Added: 0054381 | |
Nov 5, 2019 8:24 pm | Smaug | Status | feedback => assigned |
Nov 5, 2019 9:59 pm | Ovalcircle | Note Added: 0054383 | |
Nov 5, 2019 10:09 pm | BadgerBadger | Note Added: 0054384 | |
Nov 5, 2019 10:10 pm | BadgerBadger | Note Edited: 0054384 | |
Nov 6, 2019 6:02 am | Strategic Sage | Note Added: 0054387 | |
Nov 6, 2019 5:06 pm | Chris_McElligottPark | Note Added: 0054404 | |
Nov 6, 2019 5:07 pm | Chris_McElligottPark | Note Added: 0054405 | |
Nov 6, 2019 5:08 pm | BadgerBadger | Assigned To | Chris_McElligottPark => BadgerBadger |
Nov 8, 2019 3:51 pm | BadgerBadger | Status | assigned => resolved |
Nov 8, 2019 3:51 pm | BadgerBadger | Resolution | open => fixed |
Nov 8, 2019 3:51 pm | BadgerBadger | Fixed in Version | => 1.007 The Player/AI Arms Race Intensifies |
Nov 8, 2019 3:51 pm | BadgerBadger | Note Added: 0054462 |