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ID | Project | Category | Date Submitted | Last Update | |
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0003192 | AI War 1 / Classic | Suggestion - New Unit Ideas - AI-Specific Units | Apr 5, 2011 8:14 pm | Apr 6, 2011 11:33 am | |
Reporter | Prezombie | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 5.009 | ||||
Summary | 0003192: Healing Guard Post. | ||||
Description | Basically, an AI version of the MRS. I'm thinking somewhat high health, which it has to spend like a golem, and it's able to keep several (eg 5*mark) AI ships within its rang alive with healing tethers, that both heal and transfer a majority of damage to the GP. It would have no weapons of it's own, and it would require you to lure out the more powerful guardians if a massive fleet isn't an option. | ||||
Tags | No tags attached. | ||||
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I like it. Unlike the MRSs, the AI would know how to use these, as they of course don't need to do anything to use them. ;) That "takes damage for ships near it" troubles me a bit, as aside from force-fields and decoys their isn't any mechanic in place to pull this off. Maybe if it served as a decoy for incoming shots, that might work. Also, when you said "healing tethers", did you mean that AI units that are near it would try to stay in its healing range, sort of like how AI units that are under force-fields try to stay under it? |
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I think of the constant-on connections that support ships give to a fixed number of ships as tethers, not exactly sure what the exact terminology is. The light starship gives attack tethers to up to a fixed number of other ships, while other ships have tethers with different effect, it would be trivial to make one that deflected damage from one ship to the GP. In fact, that would make the decoy drones work better than their current form, considering the problems player ships can have around them. I can see how if not done right, they would be basically just FFs which let their ships attack more often. To keep it interesting, it would probably be best to not have ships huddle near it, and give it a wide range, with ships within around 25k healed fast enough to need your fleet to focus together to take out anything, and within 10k, nigh invincible, but after that range, it's more like a passive boost to AI ships, making them beatable, just costing a bit more time. Something in a similar vein would be a GP that collects build points whenever ships are destroyed on that planet, then spends the points to boost a wave, or to spawn a fleet when it is destroyed. |
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I would basicly just suggest an opposite of the attrition posts, it just gives health, on a planetary level. Seeing how attritioners come in different flavours, this could perhaps see the same sort of diversity :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 5, 2011 8:14 pm | Prezombie | New Issue | |
Apr 5, 2011 8:15 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 5, 2011 8:15 pm | Chris_McElligottPark | Status | new => considering |
Apr 5, 2011 9:02 pm | TechSY730 | Note Added: 0011690 | |
Apr 5, 2011 9:02 pm | TechSY730 | Note Edited: 0011690 | |
Apr 6, 2011 12:03 am | Prezombie | Note Added: 0011694 | |
Apr 6, 2011 11:33 am | Red Spot | Note Added: 0011700 |