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IDProjectCategoryLast Update
0002362AI War 1 / ClassicSuggestion - Balance TweaksJan 11, 2011 10:43 am
ReporterDraco Cretel Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version4.064 
Summary0002362: AI Forts too high DPS
DescriptionAt this time AI forts seem to do way more DPS then what is easily killable. In my current game I had to kill a mark 2 fort to clean a mark 3 system with a broken golem. I had fully mark 2 fleet ships with shield bearers, all mark 1 starships and ten spire siege towers. There were quite few guardians and other ships around as well. In the end I lost all my ships but my siege towers.

Sending just my bombers would not have been effective due to the other AI ships in the system that would have killed them and sending all my fleet ended with them dying. I killed the fort in the end and most of the surrounding ships/guardians attacking me.

I am sure I could back track saved games some to get mark 3 bombers, but that would mean each game I have to go straight for them to even hope of taking out a fort 2 effectively. I would dread the thought of taking on a fort 3 or superfort. But in the end I am sure I would lose most if not all my ships.

With the new adjustments to long range ships it also means that forts will take longer to work around and kill everything else besides the fort. But going up against a superfort would be a huge pain since not even mark 3 bombers and a fleet could kill it, unless there was only the superfort in system.

What if the fort is spawned on the top of wormhole you come out of. it means that transports would have to be used to get around and with their less then amazing survivability against other AI units it would be troublesome.

They need to be lowered in DSP a bit due to just being massive and super powerful guardposts now and a lack of long distance damage on them.
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Chris_McElligottPark

Jan 10, 2011 11:02 pm

administrator   ~0008175

I disagree; these are meant to be dangerous, and the next version just made them less frequent. High-tier bombers or bomber starships (or something else with very high damage output and a polycrystal hull) are considered basically requirements for killing large things such as this. You should be able to draw the other AI forces away from the fortress so that the bombers can engage them alone; sending golems against them is likely to end badly.

In short, these are a particular puzzle to be solved, and the high DPS is an important and expected part of that.

Draco18s

Jan 10, 2011 11:04 pm

developer   ~0008177

Last edited: Jan 10, 2011 11:04 pm

> sending golems against them
>> with a broken golem

It is also impossible to draw forces away from the fort when the fort [i]covers the entire system[/i].

Chris_McElligottPark

Jan 10, 2011 11:06 pm

administrator   ~0008179

They no longer cover the entire system, as of a release back.

lyravega

Jan 10, 2011 11:14 pm

reporter   ~0008184

Cut their supply :P

Draco18s

Jan 10, 2011 11:18 pm

developer   ~0008186

....I am not even going to bother replying to that. Cutting supply is more difficult than actually killing a fortress. :|

Chris_McElligottPark

Jan 10, 2011 11:18 pm

administrator   ~0008187

Usually -- just depends on where the fortress is. If it's on a lone planet near your planets, that's actually easier.

Draco Cretel

Jan 10, 2011 11:21 pm

reporter   ~0008188

What if the fort is sitting near or on a sphere guard post with guardians under it that were effective against bombers. From what I understand a recent change was made to AI units under force fields to make them more effective. This makes it so that sending bombers to kill the fort will die and even going after the sphere will die.

Anything else that would shoot under the forcefield will die as well. Particularity raider starships, which are not fun to replace due to costs. In order to kill the fort you'll have to send a lot of ships their death and losing ships is not something small, more so when it is bombers if they are needed to defend against other targets or guardians.

Cutting supply works sometimes, yes. but if you are playing a large map and the system has several wormholes, you would have to kill all stations and doing this several times would increase your progress a lot.

Chris_McElligottPark

Jan 10, 2011 11:25 pm

administrator   ~0008189

Then you have quite an interesting and unusual problem to solve, in that scenario. It's certainly solvable in many ways, the least imaginative of which is to nuke the planet, followed by an EMP against the forcefield as probably the next least imaginative -- but probably most effective in terms of AI Progress.

I'm sure that other solutions could be devised, involving clever tactical positioning and innovative use of specific ships or starships based on the specific situation. There's always a way, and when you're talking about the dangerous units there are always going to be edge cases where it's more difficult than usual.

Suzera

Jan 11, 2011 10:43 am

reporter   ~0008215

Fortresses have .01x damage against bombers for a reason.

My general anti-fort strategy right now is to kill everything in the system out of range of the fort until I trigger the planet gangup if possible to clean up the entire system of regular ships then send a pure bomber group after the fort.

If it's not possible to trigger the gangup, I try to "fish" the mobile units out with a pure bomber group before taking the fort. Dart in, anger, dart out back to the fleet waiting to demolish them.

Failing that, I just hit it with pure bomber groups over and over until it dies. AI forts and FFs are immune to repair.

Issue History

Date Modified Username Field Change
Jan 10, 2011 10:59 pm Draco Cretel New Issue
Jan 10, 2011 11:02 pm Chris_McElligottPark Note Added: 0008175
Jan 10, 2011 11:02 pm Chris_McElligottPark Status new => closed
Jan 10, 2011 11:02 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 10, 2011 11:02 pm Chris_McElligottPark Resolution open => won't fix
Jan 10, 2011 11:04 pm Draco18s Note Added: 0008177
Jan 10, 2011 11:04 pm Draco18s Note Edited: 0008177
Jan 10, 2011 11:06 pm Chris_McElligottPark Note Added: 0008179
Jan 10, 2011 11:14 pm lyravega Note Added: 0008184
Jan 10, 2011 11:18 pm Draco18s Note Added: 0008186
Jan 10, 2011 11:18 pm Chris_McElligottPark Note Added: 0008187
Jan 10, 2011 11:21 pm Draco Cretel Note Added: 0008188
Jan 10, 2011 11:25 pm Chris_McElligottPark Note Added: 0008189
Jan 11, 2011 10:43 am Suzera Note Added: 0008215