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IDProjectCategoryLast Update
0009162AI War 1 / ClassicSuggestion - AI Behavior And TacticsAug 8, 2012 5:39 pm
ReporterHearteater Assigned To 
Status consideringResolutionopen 
Summary0009162: Guard Post Detachments
DescriptionConsider if Guard Posts had a "Detachment Type" randomly assigned at the start of a game. The Detachment Type would limit/direct what types of units spawned at that guard post during initial map seeding and reinforcement cycles.

Most Guard Posts would get General Detachment assigned, which could have any unit spawn. Effectively identical to how things work now. But sometimes other Detachment Types would be assigned. For example:

Sniper Detachment: only get until with sniper range.
Stealth Detachment: only stealthed units.
Close Combat Detachment: only melee units.
Fighter Detachment: only Fighter-like, anti-Polycrystal units.

Some Guard Posts, like Worm Hole Guard Posts, might tend to have certain Detachment Types, like Close Combat. And not all Detachments behave normally. Sniper Detachments might not sit at their Guard Post, but spread out around the system edge. Units spawned to a Fighter Detachment might specifically prioritize Bombers.

Players would not be aware of Detachment Types except in they might notice a Guard Post consists of an unusual combination of ships.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

TechSY730

Aug 8, 2012 4:52 pm

reporter   ~0027461

Last edited: Aug 8, 2012 5:43 pm

Cross posting from http://www.arcengames.com/forums/index.php/topic,11320.msg114750.html#msg114750

There is (or was) logic that when the AI chooses which ships to reinforce at a guard post, it is more likely to choose ships that are already there (or in greater numbers compared to the others types there, scaling for ship caps)
Making this logic a bit stronger (especially if there is only one fleet ship type at a guard post at the time of the reinforcement of that post), combined with making the initial seeding giving some guard posts an almost if not fully single type distribution of ships, would be nifty way to do this. Maybe also there could be a smaller chance that a planet as a whole would get this logic applied to it as well.

This would implement this idea without too much extra bookkeeping (and no extra bookkeeping once the game is seeded).

There two a few holes with this though. It will not "repopulate" the detachment with a focused ship-type(s) if the guard post has lost all its defenders (as if there are no ships, it cannot adjust probabilities of choosing types, and will fall back to the "pick whatever" logic), and it will not create detachments of ship types the AI unlocks through the course of the game (that is, after initial game seeding).
With a little extra bookeeping (marking a guard post seeded as a detachment as such even after game seeding, and possibly the "type" of detachment it is supposed to have), both of those two issues can be solved though.

Issue History

Date Modified Username Field Change
Aug 8, 2012 4:48 pm Hearteater New Issue
Aug 8, 2012 4:52 pm TechSY730 Note Added: 0027461
Aug 8, 2012 4:53 pm TechSY730 Note Edited: 0027461
Aug 8, 2012 4:54 pm TechSY730 Note Edited: 0027461
Aug 8, 2012 5:31 pm TechSY730 Note Edited: 0027461
Aug 8, 2012 5:39 pm tigersfan Internal Weight => Feature Suggestion
Aug 8, 2012 5:39 pm tigersfan Status new => considering
Aug 8, 2012 5:42 pm TechSY730 Note Edited: 0027461
Aug 8, 2012 5:43 pm TechSY730 Note Edited: 0027461