View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002848 | AI War 1 / Classic | Balance Issue | Feb 17, 2011 2:52 am | Feb 18, 2011 11:44 am | |
Reporter | Draco18s | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 5.000 | ||||
Summary | 0002848: Fort + FF Gen + Shield Sphere = Really? | ||||
Description | This particular instance wasn't bad, we were able to easily isolate the system and remove its supply, but we thought that this shouldn't be happening. | ||||
Tags | No tags attached. | ||||
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Why not? Are you saying that there should be a cap on the number of "tough things" per guard post? Okay, maybe such a cap is warranted for lower AI difficulties (scaling up as the difficulty goes up, of course), but by 7 or 8, you should not expect the AI to hold back just because it is aggravating or tough to deal with. They are in this to win after all, just like you are. (though, story wise, they have other goals too, which is why they aren't dedicating everything they have to taking you out from the start) |
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It's one of the many things that can happen; we don't try to weed out edge cases like this. |
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Good thing all of these are weak to bombers. You'll regularly see high level forts under core shield gens. On the other hand attaching a forcefield generator to a shield sphere seems redundant. |
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No more redundant than putting multiple forcefields over your home command station. Sometimes, redundancy can let stuff live longer. Overkill (or in this case, overdefense), maybe, but it keeps stuff alive longer. Plus players stack forcefields all the time. It seems reasonable that the AI does it some as well. |
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The FFGen was the "overkill" in this case. A fort next to a shield sphere isn't a big deal, but the extra 56,000,000 HP of the FFGen put it into WTF territory. We (Cretel and I) thought that FFgens and Shield Spheres never spawned protecting a AI Eye, and thought maybe Forts should fall under that. |
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@Draco18s Are you saying that you thought this was a constraint, so you submitted an encounter where that "constraint" was violated, then finding out it there is no such constraint? Or are you giving a suggestion for a new constraint on the AI? |
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Both, perhaps. I thought there was a constraint, but if there is not it might be a good idea that there was one. And like I said, this [i]particular[/i] instance wasn't so bad, as the planet had 2 wormholes in the corner of a "defend-able blob" of planets that made it easy to isolate and remove supply, which turned off the FF gen and the Fortress. |
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Well, I don't think aggravating, very tough to take down stalling and positioning by the AI is a bad thing. After all, many human players dump similar levels of insane protection on some of their planet. If the AI is putting up these types of near worse case to take down arrangements frequently, then that is a problem. From my experience though, these types of really hard placements are the exception, by a large margin. |
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If a planets really hard to take, just get an emp level 3 and assassinate whats troubling you. If you cant kill it in 3 minutes of game time you should wait a while before striking at it again when you have more ships/better units. This is how I took out a rank 4 which was my third colonization. ^^ (I must admit I panicked when I saw it that close :O ) |
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EMP Mk3 is 2 minutes. A fortress with shields is prime bomber material, it has AWFUL damage vs bombers and both the shields and the fort take massive damage from the bombers. If there's anything particularly nasty vs bombers camping under the shield you can bring something with FF immunity to kill it. I suppose it could become difficult with an AI Eye added to the equation. |
Date Modified | Username | Field | Change |
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Feb 17, 2011 2:52 am | Draco18s | New Issue | |
Feb 17, 2011 2:52 am | Draco18s | File Added: Screenshot_2011_02_17_00_27_10.png | |
Feb 17, 2011 7:23 am | TechSY730 | Note Added: 0010415 | |
Feb 17, 2011 10:28 am | Chris_McElligottPark | Note Added: 0010419 | |
Feb 17, 2011 10:28 am | Chris_McElligottPark | Status | new => closed |
Feb 17, 2011 10:28 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 17, 2011 10:28 am | Chris_McElligottPark | Resolution | open => no change required |
Feb 17, 2011 10:55 am | KDR_11k | Note Added: 0010421 | |
Feb 17, 2011 11:59 am | TechSY730 | Note Added: 0010425 | |
Feb 17, 2011 5:01 pm | Draco18s | Note Added: 0010433 | |
Feb 17, 2011 6:10 pm | TechSY730 | Note Added: 0010436 | |
Feb 17, 2011 6:27 pm | Draco18s | Note Added: 0010437 | |
Feb 17, 2011 6:29 pm | Draco18s | Note Edited: 0010437 | |
Feb 17, 2011 7:01 pm | TechSY730 | Note Added: 0010438 | |
Feb 18, 2011 9:44 am | Entrenched Homeperson | Note Added: 0010452 | |
Feb 18, 2011 11:44 am | KDR_11k | Note Added: 0010453 | |
Feb 18, 2011 11:46 am | KDR_11k | Note Edited: 0010453 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |