View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0003183 | AI War 1 / Classic | Suggestion - Balance Tweaks | Apr 4, 2011 7:47 pm | Apr 4, 2011 9:20 pm | |
Reporter | Prezombie | Assigned To | |||
Status | new | Resolution | duplicate | ||
Product Version | 5.009 | ||||
Fixed in Version | 5.010 | ||||
Summary | 0003183: AI Spire blade spawners too common | ||||
Description | As far as I can tell, the AI spire blade spawners are generated as often as any other normal "small" fleet ships, resulting in a huge fleet of what are effectively sniper guardians. In cap v cap, the only things the Mark I spire blade lose against are stuff they can't hurt, the AI hunter/killer, Spire shipyard ships, Dyson Gatlings, Neinzul wardens and enclaves, Hybrid hives, and higher mark versions of itself. Amusingly, in Cap v Cap, the Mark I spire blade beats the Mark V spire blade. I know that you don't get a whole cap of them at once, but the AI can easily quickly have a half dozen caps of the spawners on a planet on alert. I'm pretty sure that there's a similar issue with other low-cap ships, if to a lesser degree. I think weighting the common (non-guardian) reinforcements against their cap number would be enough to make the spawners, as well as other low-cap ships, have the appropriate amount of gravitas on AI planets. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
|
AIs already scale their ships in waves and reinforcements to match ship cap ratios. Plus, they already have caps for each guard post and for each planet with almost all low ship cap fleet ships. The blade spawners were "side-stepping" this cap because they had no attack and thus were considered non-military. This has been fixed in the as yet of yet unreleased 5.010. Just as a precaution, just because they have a cap per planet and per guard post doesn't mean they can't gather more on one place by recklessly freeing a bunch of them. The cap only stops them from spawning more, but they won't start, say, scrapping ships if incoming ships put them over the cap. Say there were 5 planets with 3 Z electric bombers on each of them, so no one planet has a crazy amount of them. However, if you freed all of those Z bombers, it is completely valid for all 15 of them (3 Z electric bombers per planet * 5 planets) to try to attack the same planet. Same thing with any other low ship cap fleet ship. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 4, 2011 7:47 pm | Prezombie | New Issue | |
Apr 4, 2011 8:46 pm | TechSY730 | Note Added: 0011669 | |
Apr 4, 2011 8:46 pm | TechSY730 | Note Edited: 0011669 | |
Apr 4, 2011 8:58 pm | TechSY730 | Note Edited: 0011669 | |
Apr 4, 2011 9:20 pm | Prezombie | Resolution | open => duplicate |
Apr 4, 2011 9:20 pm | Prezombie | Fixed in Version | => 5.010 |
Apr 4, 2011 9:34 pm | TechSY730 | Note Edited: 0011669 |