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IDProjectCategoryLast Update
0023030AI War 2Balance IssueMar 14, 2020 9:48 am
ReporterFluffiest Assigned To 
Status newResolutionopen 
Product Version2.009 Plenty Of Tuning 
Summary0023030: Suggested solutions to the player out-attritioning the AI
DescriptionAs Flypaste mentions in 0022683, it's currently a bit too easy for the player to capture planets by attrition. A mobile factory or two parked on a previously-neutered planet can replenish the human fleet fast enough that much larger AI forces can be effectively ground down.

There have been suggestions to make mobile factories slower or less metal-efficient in enemy territory, but this introduces a second problem by making fleet replenishment outside of combat slow and tedious.

One possibility is to penalize fleet replenishments while there's active combat happening on the planet. This would let you replenish fleets in hostile territory, but only while on neutered worlds or while keeping them away from guard posts.

A second possibility is to reduce the range at which mobile factories can replenish fleets, so they have to be on the same planet as the fleet. This would ensure that in order to fight a battle of attrition, you need to put the mobile factories in harm's way. This could also involve AI defenders prioritizing mobile factories.
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ArnaudB

Mar 14, 2020 9:48 am

manager   ~0056552

This is already implemented. Ships and turrets above Mark III have bigger build times when not on allied planets. If you still beat the AI by grinding, it's more that you aren't playing at a high enough difficulty, or shying away from the time-pressure stuff that are optional.

Issue History

Date Modified Username Field Change
Mar 14, 2020 8:30 am Fluffiest New Issue
Mar 14, 2020 9:48 am ArnaudB Note Added: 0056552