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IDProjectCategoryLast Update
0006523AI War 1 / ClassicSuggestion - New FeaturesMay 15, 2013 10:54 am
ReporterBognor Assigned Tokeith.lamothe  
Status closedResolutionfixed 
Summary0006523: Add "Auto-target Special Forces Guard Posts" option to Controls Window
DescriptionSome players like to keep Special Forces Guard Posts alive in captured systems, so as to avoid the AI Progress increase, and/or to trick the AI into spending reinforcement points wastefully in systems with only one guard post. But it's easy to accidentally lose these posts to player or allied ships.

This proposal is for an option called "Auto-target Special Forces Guard Posts" in the Galaxy-Wide page of the In-Game Controls window, perhaps next to "Auto-target Carriers". It could be checked by default for consistency with current behavior.

For this control to be most useful, the behavior of allied ships such as zombies, Dyson Gatlings and Human Resistance Fighters would need to be changed so they do not auto-target Special Forces Guard Posts, consistent with the way they treat other AI Progress-increasing structures. This would be a blessing to anyone fighting a Special Forces Captain in the presence of a Dyson Sphere.

See also the forum thread http://www.arcengames.com/forums/index.php/topic,9764 "Using special forces guard posts in your favour".
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Hearteater

Mar 8, 2012 9:37 am

reporter   ~0020567

I'm not certain the SFGP has enough downside to keeping it alive currently. Maybe if waves could appear at SFGP in a human controlled system it might be reasonable to allow us to keep them around as there would be some risk vs. reward. But I think right now it is almost entirely reward. If I keep it around I get:
1) No AIP increase
2) Reinforcements points are wasted on a single guard post
2) Other SF units trickle in and get destroyed easily

TechSY730

Mar 8, 2012 10:11 am

reporter   ~0020574

I believe that the special forces guard post is a reinforcement guard post. This means that even if you take out the AI command station and take the planet for yourself, you can still get some units "trickling" out of it.

That and its moderately powerful weapon are pretty much the only downsides to keeping it alive right now.

Hearteater

Mar 8, 2012 10:46 am

reporter   ~0020575

Actually, the SFGP getting reinforced is GOOD for the player. That's one less normal AI planet getting reinforced. And its weapon is not in the least powerful. First, recall there is only one Mark of SFGP and it is comparable to other Mark I posts. So Mark II+ posts totally outclass it. Then consider its range is very short, so claiming a system and leaving nothing in range for it to shoot at is often very easy.

Volatar

Mar 8, 2012 12:35 pm

reporter   ~0020579

Putting it in as an option can only be a good thing.

martyn_van_buren

Mar 8, 2012 11:36 pm

reporter   ~0020624

There's supposed to be a significant downside, though, right? I remember reading on the Wiki that special forces ships are supposed to camp before entering a wormhole to a player world and wait to accumulate a substantial force, which I assume is meant to let them build into a significant threat. Maybe this behavior needs to be revisited so that they can wait until they have a big enough force to create a threat? I guess this would be based either on FP, or perhaps something like 60-80% of a wave ---- insigificant if it hits your whipping boy but a problem if it comes in through an undefended front you've protected with gate raiding.

Bognor

Jul 18, 2012 10:19 am

reporter   ~0026872

Version 5.043 eliminates auto-targetting of Special Forces Guard Posts, so this suggestion is now obsolete.

keith.lamothe

May 15, 2013 10:54 am

administrator   ~0032265

closed per your request

Issue History

Date Modified Username Field Change
Mar 8, 2012 6:25 am Bognor New Issue
Mar 8, 2012 8:14 am tigersfan Internal Weight => Feature Suggestion
Mar 8, 2012 8:14 am tigersfan Status new => considering
Mar 8, 2012 9:37 am Hearteater Note Added: 0020567
Mar 8, 2012 10:11 am TechSY730 Note Added: 0020574
Mar 8, 2012 10:46 am Hearteater Note Added: 0020575
Mar 8, 2012 12:35 pm Volatar Note Added: 0020579
Mar 8, 2012 11:36 pm martyn_van_buren Note Added: 0020624
Jul 18, 2012 10:19 am Bognor Note Added: 0026872
May 15, 2013 10:54 am keith.lamothe Note Added: 0032265
May 15, 2013 10:54 am keith.lamothe Status considering => closed
May 15, 2013 10:54 am keith.lamothe Assigned To => keith.lamothe
May 15, 2013 10:54 am keith.lamothe Resolution open => fixed