View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009366 | AI War 1 / Classic | Suggestion - AI Type Ideas | Aug 25, 2012 11:10 am | Apr 28, 2016 6:29 pm | |
Reporter | KDR_11k | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0009366: Sleeping Giant AI | ||||
Description | I don't know if this is feasible due to needing some GUI element. The sleeping giant has almost completely withdrawn from the Milky Way and is heavily engaging in extragalactic affairs. It uses far fewer reinforcements in the playable galaxy and fewer heavy fortifications than other AIs, offensive actions (waves, CPAs) are normal according to AIP. However it has those extragalactic forces in standby. Any combat (shooting from either side) within an AI planet's space will slowly fill an alertness bar (that starts draining again after a bit of no combat), possibly according to the human firepower on that planet (but not linearly with it). If that bar is ever allowed to fill the AI issues a general alert. This would mean either a massive galaxy-wide freeing of ships or a specific extremely powerful wave. In short, letting the bar fill is BAD and almost an instant loss. Human players will need to engage in short battles and withdraw, preferably operating with cloaking and transports to disappear from the AI's radar. Unlike the AIP the alertness is a very short-term thing, it can fill quickly but also doesn't persist. The bar represents the AI's assessment of the individual battle. If a player comes busting down the door with thousands of ships this AI will immediately consider the humans a real threat. However the reduced presence of AI forces should facilitate using only fractions of the human force on offense with a clear incentive to be stealthy. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I like this idea, although the traditional patchwork of AI type worlds would probably make this difficult to implement- you could have a chain of worlds alternating between a non-sleeping-giant AI and a sleeping giant AI, creating excessive transport micromanagement to keep from unduly alerting the sleeper. Perhaps this could be implemented as an AI Plot, instead, and affect all AIs in a game? |
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Probably would be better as a plot. |
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Would describing this as a "Dynamic AI Progress" mechanic be accurate? Basically, an AIP-like mechanic that decreases over time rather than increasing, but is increased by many things that don't increase AIP, like blowing up guard posts. Well... I suppose reprisal waves might be something like this? I'm not exactly sure how those work other than "don't lose 10 million metal worth of ships on an AI planet!" |
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This sounds pretty similar to a Turtle, actually. Sleeping: Turtle doesn't send waves. Awake: Turtles get lots of AI Eyes, which are an existing mechanic forcing you to raid instead of bringing in your whole fleet. You could add Exo Eyes, CPA Eyes, and/or Warp Counterattack eyes to more closely approximate the counterattack mechanics you've proposed. Just make these have unusually long timers (1-2 mins, vs 30s for a nuclear eye) and be very nasty when set off, and possibly extra nasty the longer they're active after their grace period expires. There's a reason Turtle is an easier type, though. You can only put in so many Eyes before the game becomes excruciatingly slow to play. You can only spawn so many reinforcements before the AI stonewalls the player. I would probably start with a Turtle and then give it Exogalactic Eyes on all planets that don't already have Eyes, plus a bonus to the size of the Exos provoked by those eyes. |
Date Modified | Username | Field | Change |
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Aug 25, 2012 11:10 am | KDR_11k | New Issue | |
Aug 31, 2012 10:43 am | tigersfan | Internal Weight | => Feature Suggestion |
Aug 31, 2012 10:43 am | tigersfan | Status | new => considering |
Oct 25, 2012 6:46 pm | 2501 | Note Added: 0028808 | |
Jun 20, 2014 6:37 pm | crawlers | Note Added: 0038553 | |
May 18, 2015 6:22 pm | Radiant Phoenix | Note Added: 0040990 | |
Apr 28, 2016 6:16 pm | tadrinth | Note Added: 0045486 | |
Apr 28, 2016 6:17 pm | tadrinth | Note Edited: 0045486 | |
Apr 28, 2016 6:25 pm | tadrinth | Note Edited: 0045486 | |
Apr 28, 2016 6:26 pm | tadrinth | Note Edited: 0045486 | |
Apr 28, 2016 6:29 pm | tadrinth | Note Edited: 0045486 |