View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002980 | AI War 1 / Classic | Gameplay Issue | Mar 1, 2011 8:44 am | Mar 2, 2011 4:46 pm | |
Reporter | Malibu Stacey | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 5.002 | ||||
Summary | 0002980: AI has numerous remains rebuilders in its systems for no apparent reason | ||||
Description | I often find myself with dozens of reclaimed remains rebuilders as the AI tends to have a few in reinforced systems around its command stations. This seems a bit pointless for the AI as it no longer has structures to rebuild other than mines (none of the other AI structures leave remains as far as I have seen). Those reinforcement points could be used for something a little more "useful" to the AI rather than units whose only purpose is to sit cloaked around the command station until my fleet decloak & then kill and/or reclaim them. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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The AI remains rebuilders don't even rebuild the broken mines like they should, I pop a mine and it stays that way indefinitely. |
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Mantis did booboo again (post my reply and just get an error trown in my face, post is lost). Anyway, in short: It doesnt matter, cause -for the AI this way the next planet wont lose twice the reinforcements points on rebuilders -for the humans it just means you plant a mil-CC when you take the planet, the higher the mark the easier it is (cheaper than tachion warheads on your AIP, and less time intensive than scouting/decloaking the entire planet by hand). |
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Red Spot I think you're missing the point here. The AI is already wasting reinforcement points on a number of planets with remains rebuilders it'll never use. I doubt it's going to sway the tide of a battle but it's still something. |
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Ah, yeah, pretty much read past that (or read it differently, mute point anyway :)). Perhaps posts should leave -very slowly rebuildable- remains? This in effect makes the other units(the ones removing remains) usefull again, makes the AI able to get its power back on a planet if you do not clean it out properly, and ofcourse give the remains rebuilders themselves some use in the hands of the AI. |
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And make the entire point of neutering a system completely *moot*. A simple solution would be to remove remains rebuilders from the AI's list of reinforcements. Red Spot, try slowing down & thinking about things for a while before you post on Mantis. This isn't the forums, if you want to stream every single thought you have to the community do it there not here. |
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Why would it make neutering a moot point, as I mentioned it gives the other unit some purpose again, sort of fixing 2 things in 1 go. |
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You don't know what neutering is, then, do you? |
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Letting the gaurd post leave remains (and have a pretty long build time) seems like it would give usefulness to AI remains re-builders and human cleanup drones. That is a cool idea. I'm for it. To remain balanced though, cleanup drones should be able to work without supply, and the rebuild time for guard posts would need to be pretty big. And as always, the AI should scrap any remains left on the planet if the planet changes to player control. |
Date Modified | Username | Field | Change |
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Mar 1, 2011 8:44 am | Malibu Stacey | New Issue | |
Mar 1, 2011 9:18 am | ArcDM | Note Added: 0010861 | |
Mar 1, 2011 1:34 pm | Red Spot | Note Added: 0010865 | |
Mar 1, 2011 7:00 pm | Malibu Stacey | Note Added: 0010878 | |
Mar 2, 2011 12:13 pm | Red Spot | Note Added: 0010889 | |
Mar 2, 2011 2:16 pm | Malibu Stacey | Note Added: 0010890 | |
Mar 2, 2011 4:10 pm | Red Spot | Note Added: 0010891 | |
Mar 2, 2011 4:15 pm | Draco18s | Note Added: 0010892 | |
Mar 2, 2011 4:46 pm | TechSY730 | Note Added: 0010893 | |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Gameplay - General Complaint => Gameplay Issue |