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Messages - Lee

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1
AI War / Re: Taking a look at Guardians
« on: May 05, 2013, 11:53:00 PM »
My feelings on Guardians are that most of them don't serve much purpose. If you replaced each guardian spawn with a similar power level of fleet ships I don't think anyone would notice the difference. If you make them weak then they're ignorable. If you make them extremely strong then they're problematic, but you deal with them just like you would deal with more fleet ships, bring more guns. If they have extremely powerful effects, e.g. the EMP guardian, then they can end up being extremely frustrating. The EMP specifically can punish you for not reading the corner of the screen or having the volume turned off.

So a change to guardians should:
1) Make them a challenge such that they are not ignorable or trivially solvable (run the fleetball into them).
2) Make them so that the danger they pose are within player control, but are not do-or-die frustrating (EMPs, some combination of guardian/shield/guardpost that is massively time consuming).

My proposal:
Make guardians big and mean for their matk. Give them a big shield, really slow engines, and some long range guns. Have guardians activate the same way they do now, or in reaction to a certain amount of player FP in the system. When a guardian activates, disable their shield, weapons, engines etc, start a timer of some moderate length. When the timer hits zero have them jump 2x their mark level in systems toward the nearest human homeworld, activate their shields and start chugging toward it.

Why I am in favor of this idea:
1) Guardians are a challenge that MUST be addressed when taking a system, and the player's choices have consequence. If you leave them be while you take out the ships and guardposts attacking you then you will have to deal with their deepstrike. If you decide to take them out while they are helpless, you may have to make sub-optimal decisions such as charging a guardpost that gets good multipliers against your ships so you can blow up the guardian before it warps out. If you decide to mix it up, you get to choose which guardians you will go after while helpless and which you let activate. In short, guardians give players a lot of options on how they want to play, and it allows players to take advantage of their tech/ship unlocks and their general strategy as they like.

2) A new mechanic could allow for more balancing without just tweaking numbers. For example, logicstics stations could cause guardians to "spend" extra jumps to pass through them. A new AI type may exclusively use guardians that deepstrike further. Alarm Guardposts would be something to REALLY play around.


Any thoughts?

2
AI War / Re: Gratuitous Tank Battles Out Now (Also New Arcen Press)
« on: May 18, 2012, 09:16:54 AM »
It does look good and I'll probably pick it up, but I'm a bit wary that I'll have the same problem that I did with GSB; GSB was a lot of fun at first, but the lack of interaction made me lose interest pretty quickly.

What the heck I'll buy it anyway.

3
AI War / Re: Cyborg's Community Challenge: Play It Forward
« on: May 10, 2012, 11:18:04 AM »
I would take a crack at this if it weren't finals week at U of I, if it's free friday though I'll give it a go.

4
AI War / Re: Poll: Worst Unit Of The (time interval) Award (V)
« on: April 15, 2012, 09:33:05 PM »
I tend to agree with most of the votes, just about anything at or over 10 is really deserving of another look. Although some like the metal/crystal converters probably just need their turn on/off to occur much faster. Teleporters work really well as hit-and-away alpha strikers, and the battle stations toughness doesn't really reflect that well. You could probably get rid of cleanup drones and no one would notice. Many of the mobile tachyon ships have far too little range or are incredibly fragile. I think we've all tried flying a tachyon drone around a system trying to find the 200 cloaked ships that are apparently playing keep-away with it.

How did Maws make it onto this list anyway?  :o And got votes too

5
AI War / Re: Nominations for Worst Ship Ever (V)
« on: April 10, 2012, 11:23:05 AM »
I'll go ahead and say Teleport Battlestations, they don't seem to be very effective either in player or AI hands, unlike the TP Raider.

6
AI War / Re: Notes 'tool tip'
« on: March 23, 2012, 03:05:25 PM »
Really like the icon idea, even if there's just one per system. It's easier than trying to explain my Px codes to my teammates.

7
AI War Strategy Discussion / Re: How do you untangle the map?
« on: March 17, 2012, 01:21:08 PM »
Never knew about this feature. So once you've selected a different layout, how do you move the planets around?

8
AI War / Re: Thoughts on Spirecraft
« on: March 16, 2012, 08:42:17 AM »
Am I the only one who feels like the Siege Towers aren't that great? They seem pretty decent on paper, but I usually see them move out, fire a couple shots at their target, then sit there for the 15second reload time getting pummeled.

On the other hand, they make playing against the gravity drill AI bearable (slightly).

9
AI War Technical Support / Weird network conflict with Oracle Virtual Box
« on: February 26, 2012, 02:20:13 PM »
I was trying to host an MP game and for some reason couldn't get my machine connectable no matter what I tried. Port forwarding, Hamachi, etc. I ended up just trying random things and got it to work again after I disabled the VirtualBox Host-Only Network adapter. After that my game was visible and connectable. Just a heads up to anyone else who may have this problem.

10
AI War / Re: So I'll guess there's only one "right way" to play this game?
« on: December 28, 2011, 09:27:01 AM »
It also sounds like you've picked more than one starting planet, which can up the difficulty considerably.

11
AI War / Re: So I'll guess there's only one "right way" to play this game?
« on: December 27, 2011, 01:27:00 AM »
Couple things you may want to try:

Take some Raid Starship and go after Data Centers to try and control your AI progress a bit, if you can find and control a super terminal you may be able to shave several hundred points off.

Missiles: could be very worth it, barring that, try and lure large fleets into your defenses by moving your fleet a system or two back. If you're playing with Spire ships, a martyr or two could make a significant dent in the AI forces.

If you're having trouble with ships trying to rush past your defenses, make sure you cover your wormholes with shields. Make liberal use of tractor beam, gravity, and spider turrets to multiply the effectiveness of your defenses.

I'll be honest, I've found the defensive AIs to be the most irritating to play against. (One-Way Doormaster is an intensely annoying AI) I've actually found playing against AIs like The Tank and Sledgehammer can make for faster, less grindy games.


12
Seems like an attempted and failed assault should be like poking a hornet's nest. Have a wave of rampaging monsters spawn and start heading toward your outposts. Or even have a retaliatory raid on one of your outposts drain some of the resources or level a building or two.

13
AI War Strategy Discussion / Re: i am beyond horrible at this game
« on: November 15, 2011, 03:21:18 PM »
I don't think the advise in this thread is intended for the 8+ crowd :) .

But 8+ is when the game starts to actually get fun! ;D

We're talking Dwarf Fortress fun, right?

14
AI War / Re: Steam Daily Deal: AI War 75% Off
« on: November 08, 2011, 04:23:10 PM »
Nice, got a few friends to try it out since it was so cheap.

15
AI War / Re: Is the more Open Playground feel of 3.0 making a comeback?
« on: November 01, 2011, 11:30:48 PM »
Sorry for bumping old thread, but I just found a good quote to consider regarding this topic.

Quote from: Draco18s
Currently we have the AI at the endgame level in the midgame, stagnating progress (as the player can infinitely fend off the AI at that AIP, but the player is unable to use their fleet for anything BUT defense).
(link)

Is this still a problem?

Keep in mind I am talking about standard difficulty levels (6-8, inclusive).

On 7.6 I haven't had that problem. Gate raiding/neutering  usually leads to enemy waves running into my turrets + a small number of effective defensive ships (5-ish mark I spire maws under a shield can happily devour a couple hundred high mark enemies during an attack wave).  Or if you really need a lot of ships on defense you can make some slow progress against almost any enemy world using just about any golem, spire rams if you have a ton of asteroids, spire penetrators, or raid starships.


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