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IDProjectCategoryLast Update
0002756AI War 1 / ClassicSuggestion - Game MechanicsMar 26, 2013 6:01 pm
Reportervinco Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version5.000 
Fixed in Version6.014 
Summary0002756: Prevent AI progress increase from destroying unbuilt structures
DescriptionWhen laying out a lane of zenith space time manipulators, I ended up placing a few in non-optimal locations within their sectors. Even though I did this while paused, I still received an AI progress boost for each scrapped and re-positioned manipulator.

Any chance the game logic could be altered to avoid AI progress increases in this situation?

And in a more general case, if I want to "re-pave" the highway through my controlled space, far from AI strikes, why should I get AI progress?

Perhaps something where if there are no AI within 2 hops, player-placed structures can be scrapped without AI progress? Maybe only for the Zenith space-time manipulators?
TagsNo tags attached.
Internal WeightNew

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Red Spot

Feb 7, 2011 10:27 am

reporter   ~0010068

IMO the nicest way of implementing this is by having them only cost AIP if the AI takes them down, so scrapping them would not cost you any AIP and you could place them somewhere else when your game evolves.

KDR_11k

Feb 7, 2011 12:18 pm

reporter   ~0010071

Or maybe make them mobile so you can move them around to where they make sense?

BobTheJanitor

Feb 7, 2011 2:03 pm

reporter   ~0010074

No AIP for scrapping though means that if they're threatened you can scrap them before they blow up and save yourself from the AIP problem, which is probably why they don't work that way in the first place.

TechSY730

Feb 7, 2011 3:08 pm

reporter   ~0010076

Well, how about only giving AIP penalty if they are complete, like the suggestion. I don't think that would be too abusable.

I do like the no AIP if there are no AI systems withen N hops. Once that structure get far enough away from the AI, it would make sense that they wouldn't notice or care.

Sonorus

Feb 7, 2011 3:49 pm

reporter   ~0010082

Last edited: Feb 7, 2011 3:50 pm

I also like the "only give AIP if complete" solution, however that doesn't fix moving them once they are complete, to reposition a highway. It does make a workable compromise however, so I think it'd be a good solution regardless.

For the other suggestion, it seems like there is almost always an AI system within 2 hops unless you made it a point to clear out a portion of the map. Looking at my endgame map, every system except my home world and one other has an AI two hops away.

Perhaps only give AIP progress if there is an AI ship in the system? You could, of course, see them coming, but it wouldn't happen that often, and you'd still lose the resources.

Sunshine

Feb 7, 2011 6:04 pm

reporter   ~0010094

IMO, Space Time Manipulators shouldn't give AIP. They already cost 30k energy each, which is more than most golems.

TechSY730

Feb 7, 2011 6:09 pm

reporter   ~0010096

Sunshine is right. Zenith space-time manipulators are indeed an awesome piece of technology, but not awesome enough for the AI to freak out because of it (which is the in universe justification for AIP increase for a player's unit's death)

vinco

Feb 7, 2011 8:20 pm

reporter   ~0010105

Sonorous,

One of these days, I'll need to learn to play the game "properly." You can see the map which inspired my post in a related issue at http://www.arcengames.com/mantisbt/view.php?id=2757

Anyway, the idea of being able to move the manipulators is problematic. To really reposition them, you'd need wormhole access. This makes the structures assault-capable. That would bring an entirely new set of balance issues.

That being said, I imagine the possibility of building a manipulator as part of a beachhead could be enough to warrant maintaining an AIP penalty for destruction in some cases.

motai

Feb 7, 2011 11:51 pm

reporter   ~0010108

My 2 cent i think this is a silly issue. you should have built them in the right place in the first place. they are a system wide buff to placement is only important if they are in a train path and all of this is about lack of planning. planning is a large part of strategy and removing the penalty for not planning ahead seems silly. my only thought is that the ai might kill them before they finish which is much more annoying but why they are a risk. so back to risk vs reward is strategy must have a risk or it isnt a game anymore.

KDR_11k

Feb 8, 2011 1:29 am

reporter   ~0010111

He's talking about shifting the entire planet lanes. Entire planets that are no longer needed for logistics.

motai

Feb 9, 2011 3:56 am

reporter   ~0010196

this is what wormholes are for now. why build a lane of manipulators that you are going to tear down?

vinco

Feb 9, 2011 8:47 am

reporter   ~0010200

Let's see... Say I have a lane 6 planets long. I place 3 manips at each. I then take two more worlds. I need to scrap several manips from the central region to build in the outer realms. Rinse/wash/repeat.

I suppose if you take only isolated planets, you may not run into this issue. But when you're a fan of contiguous empires, it really helps to repave as you expand to ensure your fleet can make it to all fronts in a reasonable amount of time.

Zeyurn

Feb 10, 2011 8:30 pm

reporter   ~0010254

I'd say scrapping something before it's 10% built would be reasonable for no AI progress increment. I had a bad oops once with a Z-power generator I put in the wrong spot on the map, deleted it without thinking.

Chris_McElligottPark

Mar 23, 2011 6:35 pm

administrator   ~0011360

* Zenith SpaceTime Manipulators, like forcefields, now have the ability to move very slowly but not to go through wormholes, to allow for better repositioning of them.

vinco

Mar 23, 2011 7:18 pm

reporter   ~0011366

Reopening due to only partial addressing of concern.

OK, but what if I want to move them to a new system, such as if I take a new planet? Let's say I've built out all of my ZSTM's, then take a new world I want to connect to the "highway." I still get AIP for scrapping ZSTM's from old systems to free up some to build in the new.

Should there not be any strategic flexibility in their use?

vinco

Mar 23, 2011 7:19 pm

reporter   ~0011367

And in a more general case, if I want to "re-pave" the highway through my controlled space, far from AI strikes, why should I get AI progress?

Perhaps something where if there are no AI within 2 hops, player-placed structures can be scrapped without AI progress? Maybe only for the Zenith space-time manipulators?

These portions not addressed.

Vinraith

Jul 17, 2011 11:25 am

reporter   ~0012737

In light of warp gates I'm not sure ZST's even serve a purpose anymore. Certainly I don't see a significant negative impact from removing their AIP cost. The actual suggestion in the title, however, is madness. Unbuilt trader structures that carry an AIP cost very much need to continue to do so, for example.

Ranakastrasz

Jul 17, 2011 2:05 pm

reporter   ~0012738

Last edited: Jul 17, 2011 2:06 pm

I would say that disallowing scrapping of this type(you could still scrap it, but get the AIP increase) if AIP structures when enemy (aggressive, dont include mines or similar) units are in that system, or adjacent allied systems, and are attacking anything, or a wave is incoming to that system or any adjacent system, would prevent abuse of this type, but allow repositioning of them when the AI is nowhere near.

keith.lamothe

Mar 26, 2013 6:01 pm

administrator   ~0031399

For 6.014:

* In honor of being in the top-10 in the mantis vote tallies: Units that cause AIP-on-death no longer do so if they are destroyed while still under construction.


FWIW, as far as I can tell, ZSTM's themselves have no AIP on death. But this helps ZPGs, etc.

Issue History

Date Modified Username Field Change
Feb 6, 2011 2:38 pm vinco New Issue
Feb 7, 2011 10:27 am Red Spot Note Added: 0010068
Feb 7, 2011 12:18 pm KDR_11k Note Added: 0010071
Feb 7, 2011 2:03 pm BobTheJanitor Note Added: 0010074
Feb 7, 2011 3:08 pm TechSY730 Note Added: 0010076
Feb 7, 2011 3:49 pm Sonorus Note Added: 0010082
Feb 7, 2011 3:50 pm Sonorus Note Edited: 0010082
Feb 7, 2011 6:04 pm Sunshine Note Added: 0010094
Feb 7, 2011 6:09 pm TechSY730 Note Added: 0010096
Feb 7, 2011 8:20 pm vinco Note Added: 0010105
Feb 7, 2011 11:51 pm motai Note Added: 0010108
Feb 8, 2011 1:29 am KDR_11k Note Added: 0010111
Feb 9, 2011 3:56 am motai Note Added: 0010196
Feb 9, 2011 8:47 am vinco Note Added: 0010200
Feb 10, 2011 8:30 pm Zeyurn Note Added: 0010254
Mar 23, 2011 6:35 pm Chris_McElligottPark Note Added: 0011360
Mar 23, 2011 6:35 pm Chris_McElligottPark Status new => resolved
Mar 23, 2011 6:35 pm Chris_McElligottPark Fixed in Version => 5.007
Mar 23, 2011 6:35 pm Chris_McElligottPark Resolution open => fixed
Mar 23, 2011 6:35 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 23, 2011 7:18 pm vinco Note Added: 0011366
Mar 23, 2011 7:19 pm vinco Note Added: 0011367
Mar 23, 2011 7:19 pm vinco Status resolved => feedback
Mar 23, 2011 7:19 pm vinco Resolution fixed => reopened
Mar 23, 2011 7:23 pm Chris_McElligottPark Status feedback => considering
Jul 17, 2011 11:25 am Vinraith Note Added: 0012737
Jul 17, 2011 2:05 pm Ranakastrasz Note Added: 0012738
Jul 17, 2011 2:06 pm Ranakastrasz Note Edited: 0012738
Mar 26, 2013 6:01 pm keith.lamothe Internal Weight => New
Mar 26, 2013 6:01 pm keith.lamothe Note Added: 0031399
Mar 26, 2013 6:01 pm keith.lamothe Status considering => resolved
Mar 26, 2013 6:01 pm keith.lamothe Fixed in Version 5.007 => 6.014
Mar 26, 2013 6:01 pm keith.lamothe Resolution reopened => fixed