View Issue Details

IDProjectCategoryLast Update
0023091AI War 2Gameplay IssueApr 7, 2020 2:10 pm
ReporterIocaine Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version2.012 Populous 
Fixed in Version2.019 Regenerator Sanity 
Summary0023091: Deep Striking punishment can fire instantly upon the player losing a nearby command station.
DescriptionAny player movement outside the 4-jump limit from a player-owned command station can spawn AI Reserves, by design. That said, if the AI just destroyed a command station in an ongoing battle, the anti-deep-striking punishment can fire immediately in a neighboring system, which very much feels like an unintended application of the system.
TagsNo tags attached.

Relationships

related to 0022874 resolvedBadgerBadger Countdown Timer for Reserve Response 

Activities

Iocaine

Apr 2, 2020 7:02 pm

reporter   ~0056665

Screenshot refuses to upload, so here's a link: https://steamuserimages-a.akamaihd.net/ugc/1023947675460134834/B29F6BAC63851E3D78968F9BEC31F6A3E77DC1B7/

Strategic Sage

Apr 2, 2020 8:09 pm

reporter   ~0056666

I don't think it's unintended. While deepstriking worked differently in Classic, the threat generated operated the same way - I.e. it would trigger if you lost a command station and thus increased the range. I personally view this as a logical consequence of losing a system.

Lord Of Nothing

Apr 3, 2020 4:32 am

reporter   ~0056673

It might currently be intended to work the same way, but I think there's definitely a case to be made that it shouldn't. The deepstrike threat generation in classic was fairly modest, all in all, wheras the current system can generate enormously powerful fleets that are perfectly capable of spawning between your fleet and the way home, making it essentially instant deletion of the entire fleet, which is very harsh, even if it's not producing any form of attack on your actual holdings.

Fluffiest

Apr 3, 2020 5:37 am

reporter   ~0056674

I think the deepstrike punishment reserves show up a little too hard and fast regardless. There's no warning, no explanation of where they came from, and often no chance to back down.

swizzlewizzle

Apr 5, 2020 8:21 pm

reporter   ~0056694

I agree with Lord - a timer in the top left of the screen should be added to let the player know when they are about to be deep striked. At least 10 seconds or so should be given before the AI drops reserves - the reserves are powerful enough that the player shouldn't be "insta-screwed" by a forward base getting knifed as they are cleaning up another system.

BadgerBadger

Apr 6, 2020 2:24 am

manager   ~0056698

Last edited: Apr 6, 2020 2:25 am

I am okay with the notion of putting in a short delay before AI Reserves strikes, and giving a notification. Note that it will be a very short timer.

This will also allow me to use the notification tooltip to explain some additional AI Reserves behaviour, which is valuable for player onboarding.

swizzlewizzle

Apr 6, 2020 3:19 am

reporter   ~0056700

Thumbs up all around.

BadgerBadger

Apr 7, 2020 2:10 pm

manager   ~0056725

When the AI Reserves decide to attack, they now give you a Notification saying "AI Reserves arriving in X seconds" instead of just appearing instantly. This gives you the chance to scrap units, retreat, snipe the command station, etc...

Issue History

Date Modified Username Field Change
Apr 2, 2020 6:58 pm Iocaine New Issue
Apr 2, 2020 7:02 pm Iocaine Note Added: 0056665
Apr 2, 2020 8:09 pm Strategic Sage Note Added: 0056666
Apr 3, 2020 4:32 am Lord Of Nothing Note Added: 0056673
Apr 3, 2020 5:37 am Fluffiest Note Added: 0056674
Apr 5, 2020 8:21 pm swizzlewizzle Note Added: 0056694
Apr 6, 2020 2:24 am BadgerBadger Note Added: 0056698
Apr 6, 2020 2:24 am BadgerBadger Assigned To => BadgerBadger
Apr 6, 2020 2:24 am BadgerBadger Status new => assigned
Apr 6, 2020 2:25 am BadgerBadger Note Edited: 0056698
Apr 6, 2020 3:19 am swizzlewizzle Note Added: 0056700
Apr 6, 2020 7:33 am RocketAssistedPuffin Relationship added related to 0022874
Apr 7, 2020 2:10 pm BadgerBadger Status assigned => resolved
Apr 7, 2020 2:10 pm BadgerBadger Resolution open => fixed
Apr 7, 2020 2:10 pm BadgerBadger Fixed in Version => 2.019 Regenerator Sanity
Apr 7, 2020 2:10 pm BadgerBadger Note Added: 0056725