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IDProjectCategoryLast Update
0005665AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsFeb 26, 2013 7:53 am
ReporterSpikey00 Assigned Tokeith.lamothe  
Status assignedResolutionopen 
Product Version5.024 
Summary0005665: Advanced hybrid idea toss pile
DescriptionKeith probably has his master plans, but maybe we could add to that list of idea by contributing some other possible advanced hybrid tactics and behaviors. All of these should be made clear to the player that the hybrid is causing them to happen. I mix in a couple of ideas that can get the hybrid killed--I think this is reasonable because deep raiding hybrids could probably get tiresome and monotonous.

Raw and vague ideas, but here we go! I might add in several others later on, depending on how creative I am feeling or if something hits me in the face.


FACTION BASED - only enabled if the faction is

Devourer => Hybrid causes the devourer to traverse only player-owned planets. Players must own more than X number of planets or this event cannot be fired, and the devourer will resume normal behavior on hybrid destruction. High cooldown.

Human resistance => AI broadcasts a signal which attracts all resistance fighters to an adjacent AI planet to a player's, which transforms them into marauder ships. This will also incur AI progress, but the hybrid will remain on the planet and immobile until the process is complete; hybrid should deploy (or be automagically granted) an AI forcefield to prevent a simple sniping mission. Resistance fighters are pacified on the planet, and are left alone by the AI ships unless the hybrid is destroyed. Good opportunity for players to kill hybrid. High cooldown.

Marauders => A large CPA raid is conducted, accompanied by a normal hybrid force to show a degree of AI-marauder coop. Medium cooldown.

Z trader => Makes AI planets adjacent to human planets fun to cross; trader follows the hybrid which must accompany the trader to each of the planets, and players are given that duration of time to destroy the hybrid, i.e. "The hybrid-Zenith trader transaction on Murdoch will be complete in 20:00." AI escort is formed to guard this; transaction is nullified on hybrid death. High cooldown.

Neinzul preservation wardens and roaming enclaves => Gives a damage/armour boost to all AI-ally vessels associated with the two factions, or ups them a tier. Nullified on hybrid destruction. High cooldown.

Colony rebellions => Two (or a second) of these events is started. Another naturally-occuring colony rebellion cannot occur until both events are concluded. High cooldown.

Golems => Incites exogalactic golem force, regardless of difficulty selected. Can add one to a hybrid strikeforce. High cooldown.

Spirecraft => Incites exogalactic Spirecraft force, regardless of difficulty selected. Can add some to a hybrid strikeforce. Medium cooldown.

Z miners => Sends multiple miners to player-owned planets (<=10) on a same timer, but the more the greater the time allotted for destroying them. Defensive hybrids are mobilized to attack these planets if they are adjacent to theirs. High cooldown.

Neinzul rocketry => I don't even want to think about this one.

Civilian leaders => Large taskforces organized and sent to destroy player-owned Spire civilian structures; the more owned, the more proportion. High cooldown.


NON-FACTION BASED - doesn't involve any faction, but may require expansion

Wave detection disruption => A generic message is displayed to the players that a hybrid is using magical powers to make waves completely undetectable for a long duration until the hybrid is destroyed. Medium cooldown.

Bolster wave => Sends additional wave(s) simultaneous with normal waves. Medium cooldown.

Zenith reserve wave => Calls normal waves consisting of a large Zenith-only fleet. Medium cooldown.

Turret and mine deployment => Like good ol' times, no? Low cooldown, until total allowed turrets on planet is reached.

Carrier hybrid => Like a hardened Neinzul starship that's sent in a large wave which continues to deploy a stream of ships/zombie ships until destroyed. Uses cautious logic to avoid being overwhelmed.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0009852 new Defensive Hybrid Idea Pile 
related to 0000331 feature for laterChris_McElligottPark Implement Hybrid Recolonization 

Activities

Hearteater

Feb 7, 2012 4:44 pm

reporter   ~0018694

Straight to assigned!

Allow me to add one:

Trojan Neinzul Astro Train (require Neinzul expansion) - After the Hybrid gets a Trojan Factory up in a system with a Train Station, large clutches of Neinzul Younglings are attached to Astro Trains and have a chance (sau 30%) to burst forth 5-10 seconds after the train enters a human-controlled system. Each train releases the the younglings only once (unless it passes back through the Trojan Factory system).

Faulty Logic

Aug 10, 2012 3:42 am

reporter   ~0027509

For the rocketry corps: warheads gain cloaking.

Other ideas:
Alert a HW. Two messages, like the initial dyson antagonizer. Same mechanic, except one AI HW is alerted instead.

Hybrid mobile <nasty structure>
Could be an Eye, a beachhead, an alarm post mkII or III (frees ships from adjacent planets as well, or the entire galaxy for mk III), a black hole machine, or a raid engine.

Establish an exo-galactic wormhole on the player HW which disappears on superhybrid death.

Hybrid viral growth: super hybrid creates two more super hybrids, which then start executing their own plots. Alternatively, could create more hybrid facilities, or a structure to double hive spawn rate.

Generate AIP. Simple. Brutal.

Suck the k from a planet. Now the player can't get it.

Faction-specific
Golems: Hybridize a broken golem. It is now an enemy.
Spirecraft: Destroy high-level asteroids.
Champions: Super Hybrid develops a shadow drive.

Kahuna

Oct 30, 2012 11:23 am

reporter   ~0028841

Yes Hybrids! PUNISH ME!

pheonix89

Nov 1, 2012 9:59 am

reporter   ~0028852

Warp fortess: Replace a destroyed gate or place on a neutral planet, no supply needed: Its like roughly a fort two without inability to hurt poly, but also a warp gate, and counts as a guard post for reinforcements. Yes this does mean the AI can regarrison a planet you neutralized but didn't control.

Self-Upgrade: Warp Gate: Hybrid grows a warp gate from a module slot that can launch waves, call in reinforcements without visiting a facility, and generally be a roving trouble source. The gate module still has a slot of the same type, so the thing isn't any weaker. (Should be really freaking obvious on visual exam, and the warp gate count function keeps it from being a stealth upgrade) (This might work as defensive hybrid thing instead)

Bud Super-Combatant Hive: Hybrid stays immobile for a while, then creates a AI-controlled hive with combat capabilites in the FS Cruiser to FS Battleship Range.
       The thing can't execute plots, but has highpowered shields, nasty inherent gun with vampirism, evil modular weapons (armor rotting, spire style ion guns (hurts even if you can shrug it off), paralysis, reclamaition, plasma siege), AND it has one special slot for an insanely evil trick (hardened shield with immunity dark matter and no loss of hp compared to the normal shield the thing packs, an insanity inducer type gun, a warp gate, ability to call in reinforcements from facilities without being there, carrier deck (spams younglings or champion style drones, gives a wide-area attack and armour boost), psuedo-sniper (not infinite, but enough to hit cross system) gun with very high damage, major electric attack with a good rate of fire and damage).

Coppermantis

Nov 4, 2012 2:00 am

reporter   ~0028893

Idea to combine Mature Hybrids with Astro Trains:

Allow mature hybrids to equip "brutal" modules. Things like the recolonizer or weapons ripped from Golems and Spirecraft (Martyr module anyone? Nerfed some, of course). However, these modules must be brought to the Hybrid via Train. When it is time for a Hybrid to equip a Brutal Module, a train is dispatched to an Advanced Factory to pick up the module and then back to the hybrid that requires it.

If no IVs exist under AI control then the module pickup will be on an ARS, and if none of those exist then it will no longer occur.

These carrier trains will have much lower health and broadcast their location like the Super Hybrid does.

Issue History

Date Modified Username Field Change
Feb 7, 2012 3:26 pm Spikey00 New Issue
Feb 7, 2012 4:09 pm tigersfan Internal Weight => Feature Suggestion
Feb 7, 2012 4:09 pm tigersfan Assigned To => keith.lamothe
Feb 7, 2012 4:09 pm tigersfan Status new => assigned
Feb 7, 2012 4:44 pm Hearteater Note Added: 0018694
Aug 10, 2012 3:42 am Faulty Logic Note Added: 0027509
Oct 30, 2012 11:23 am Kahuna Note Added: 0028841
Nov 1, 2012 9:59 am pheonix89 Note Added: 0028852
Nov 1, 2012 2:13 pm TechSY730 Relationship added related to 0009852
Nov 4, 2012 2:00 am Coppermantis Note Added: 0028893
Feb 26, 2013 7:53 am TechSY730 Relationship added related to 0000331