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AI War / Re: Chokepoint Balance
« on: March 18, 2013, 07:35:58 PM »
Here how I view it.
You have structures that you can't replace if you lose them. (Factories, Fabs), You have a limited number of defense structures that are on a global scale rather then a local scale. The AI is limited to attacks along wormholes.
Therefore, One of the most Tactical sound actions is to make choke points. Before you factor in Exowaves that make most Choke points defenses cry if you don't have every turret and it brother waiting for it.
To really make Chokepoints less important, would likely take two very radical changes. Make it so that turret cap was per planet, rather then global. (Make them spread out completely naturally, maybe even tie the size of the cap to the Command Station type and level.) And structures that are 'destroyed' like Factories, Fabs and whatnot can be rebuild after a delay. Make the delay long enough to basically hurt if you lose them, but not so long that they are out of the game. Say a countdown timer of 30 minutes if the AIs blow up a Factory before it can come back online. Exact delay pending testing. You want to make it enough to really hurt if you lose it, but not so much that you again want to do the solid wall of guns to stop it from happening.
Keep the AI liking to focus power with less doors in, and you get player tend to leave many door opened with turrets all around. AIs will send weak waves everywhere, rather then at one door with every gun that the humans own pointing at it waiting for them.
You have structures that you can't replace if you lose them. (Factories, Fabs), You have a limited number of defense structures that are on a global scale rather then a local scale. The AI is limited to attacks along wormholes.
Therefore, One of the most Tactical sound actions is to make choke points. Before you factor in Exowaves that make most Choke points defenses cry if you don't have every turret and it brother waiting for it.
To really make Chokepoints less important, would likely take two very radical changes. Make it so that turret cap was per planet, rather then global. (Make them spread out completely naturally, maybe even tie the size of the cap to the Command Station type and level.) And structures that are 'destroyed' like Factories, Fabs and whatnot can be rebuild after a delay. Make the delay long enough to basically hurt if you lose them, but not so long that they are out of the game. Say a countdown timer of 30 minutes if the AIs blow up a Factory before it can come back online. Exact delay pending testing. You want to make it enough to really hurt if you lose it, but not so much that you again want to do the solid wall of guns to stop it from happening.
Keep the AI liking to focus power with less doors in, and you get player tend to leave many door opened with turrets all around. AIs will send weak waves everywhere, rather then at one door with every gun that the humans own pointing at it waiting for them.
