View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024284 | AI War 2 | Suggestion | Dec 28, 2020 4:36 pm | Dec 30, 2020 5:32 pm | |
Reporter | tadrinth | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 2.709 Obedient Engineers | ||||
Summary | 0024284: New 'absolute AIP floor' might be good to set on AI HWs | ||||
Description | I see a new 'absolute AIP floor' in the upcoming patch notes, which sounds good. I've been thinking for a while that a similar mechanic might be a good thing to implement on AI Homeworlds. Something like 'when you kill a Dire Guard Post on an AI HW, the AIP absolute floor is set to 250'. Narratively, that represents the AI going 'holy heck these Humans are about to cut off my head, I thought they weren't a threat but CLEARLY THEY ARE'. From a gameplay perspective, this is doing the same thing the starting absolute floor is doing, just at the other end of the game: it means you have freedom to take some more planets, because the AI is going to freak out a certain minimum amount when you go after the HW. And it scales a lot better with multiple AIs than just giving players AIP for taking out a HW, because if the AI HWs are far apart you'll incur AIP anyway just taking enough planets to get to them all without deepstriking. The absolute floor could still go up a bit with each AI HW, or just go up once when you kill an AI Overlord, or go up the first time you kill a Dire Guard Post on each HW, not sure what would be best here. | ||||
Tags | No tags attached. | ||||
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This seems like a good idea. Nothing like warning players that the AI suddenly... NOTICES YOU! All the more reason to get the goodies in the universe. |
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While I generally like the idea, I would be cautious and keep the new floor value relatively low. Again - I'm not against this at all, I just don't want the game to get too rigid and formal by saying: Attacking an AI gets you from your 120 AIP straight to 250, therefore attacking before having actually 250 AIP is usually not that great. With that being said, it's just the balance that bothers me, the idea itself seems very interesting. |
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I had to think about this for a while. At first, I really liked the idea. In a lot of respects, I do want to do things that make the AI notice you more when you trigger certain things. But I think that will need to be done really carefully, and probably with some special buildings, etc. Right now, if I were to make the change remotely as described, it would basically invalidate most low AIP gameplay styles, particularly any with more than one AI. Essentially you'd have to survive killing both the AIs, despite being weaker from taking fewer planets, and kill them before their increased revenue kills you. I think I'd have a sizeable chunk of players who would revolt at that. I like the flexibility in playstyles, from lower AIP to higher, and I'd like to continue to encourage that while at the same time not cornering people into just playing any one way at high difficulties in particular. In the recent months, people at super high AI difficulties were cornered into ultra-low-AIP changes, and the recent shifts were designed to get them out of that. But I don't want to force them entirely out of the low -- just the ultra-low. Cheers! |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 28, 2020 4:36 pm | tadrinth | New Issue | |
Dec 28, 2020 7:09 pm | Crabby | Note Added: 0060170 | |
Dec 29, 2020 4:14 am | Arides | Note Added: 0060171 | |
Dec 30, 2020 5:32 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 30, 2020 5:32 pm | Chris_McElligottPark | Status | new => closed |
Dec 30, 2020 5:32 pm | Chris_McElligottPark | Resolution | open => won't fix |
Dec 30, 2020 5:32 pm | Chris_McElligottPark | Note Added: 0060197 |