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IDProjectCategoryLast Update
0002298AI War 1 / ClassicGameplay IdeaJan 8, 2011 9:27 pm
ReporterChris_McElligottPark Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Fixed in Version4.064 
Summary0002298: AI fortresses tweaks
DescriptionAI fortresses to no longer be mobile, possibly to have slightly better range, and to always be camped out near a wormhole on the planet they are on. Idea to restrict travel in interesting ways, and to have them be sufficiently distinct from guardians, which currently fill a rather similar role.


Frankly... perhaps increase the player fortress range and make those immobile, too. Unsure about that part, though.
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TechSY730

Jan 8, 2011 1:34 pm

reporter   ~0007990

If it was not for radar dampening, I would support this. However, because of this, repositioning your fortresses every now and then may be useful. (They should NOT get immunity to radar dampening, that would make scouting WAY to hard again)

Chris_McElligottPark

Jan 8, 2011 1:43 pm

administrator   ~0007994

Given their penalty against the scout hull type, I don't think that radar dampening immunity would be too tough on scouts. Honestly, with them often being in wormhole paths anyway, and being freely mobile by the AI, it's dubious how much help the radar dampening is on scouts with them, anyway -- that was mostly added for things like the missile guardians, which were obliterating scouts from afar and already can't move when guarding, etc.

Red Spot

Jan 8, 2011 2:06 pm

reporter   ~0007997

yes on mobility
yes on range
no on near a wormhole

Perhaps with a slight increase in how many the humans can build? (when they get changed)

Reasoning behind the no on near a wormhole:
-not need to have your bombers cross a planet
-not possible to 'snipe' enemy ships when you enter a planet with a fort next to the wormhole and no way to lure it away
-transports will take far too easy/much damage (I think)

TechSY730

Jan 8, 2011 3:14 pm

reporter   ~0007999

Agree with everything Red Spot said, except for the transport thing. With a measly 5% damage vs. scouts, even a Mk. III fortress will take some time to kill a transport. (Maybe it should be raised back to 10% :P)

TechSY730

Jan 8, 2011 3:15 pm

reporter   ~0008000

Oh, and space planes, spire stealth battleships, and raid starships would have a really hard time if fortresses gained radar dampening immunity

Chris_McElligottPark

Jan 8, 2011 9:27 pm

administrator   ~0008009

Good points, all. I left the human ones alone, and just went with this:

* AI fortresses of all marks now have 6x the health of their human counterparts (instead of 5x), but now have 3x lower range than the human versions. They also are now immobile.

* AI Superfortresses now have simply been adjusted to be immobile, but have the same range and health as before.

Issue History

Date Modified Username Field Change
Jan 8, 2011 1:19 pm Chris_McElligottPark New Issue
Jan 8, 2011 1:19 pm Chris_McElligottPark Status new => assigned
Jan 8, 2011 1:19 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 8, 2011 1:34 pm TechSY730 Note Added: 0007990
Jan 8, 2011 1:43 pm Chris_McElligottPark Note Added: 0007994
Jan 8, 2011 2:06 pm Red Spot Note Added: 0007997
Jan 8, 2011 3:14 pm TechSY730 Note Added: 0007999
Jan 8, 2011 3:15 pm TechSY730 Note Added: 0008000
Jan 8, 2011 9:27 pm Chris_McElligottPark Note Added: 0008009
Jan 8, 2011 9:27 pm Chris_McElligottPark Status assigned => resolved
Jan 8, 2011 9:27 pm Chris_McElligottPark Fixed in Version => 4.064
Jan 8, 2011 9:27 pm Chris_McElligottPark Resolution open => fixed
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea