Author Topic: Alternatif Worm Hole Positioning  (Read 4030 times)

Offline colonyan

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Alternatif Worm Hole Positioning
« on: November 07, 2010, 04:03:24 pm »
Wormholes are quite powerful tunnel.
Any volume, frequency or pattern of traffic is allowed.
It is similar to having access to grab enemy's  heart and pull your hand when ever it seems dangerous for you. You can pull your units just before enemy fire leaches your unit. This leads to certain abuse.

Separating worm holes from structures zone may bring new game style.

This can also resolve above abuse.

Defending/Attacking
-Cloaking makes lot more significance.
-Diversion makes some use since hostile ships outside of outer rims are invisible
-Worm holes will not be simple traps anymore.

EDIT:Title modification
« Last Edit: November 07, 2010, 04:10:30 pm by colonyan »

Offline Lancefighter

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Re: Alternatif Worm Hole Positioning
« Reply #1 on: November 07, 2010, 10:16:32 pm »
not a big fan of enemies randomly becoming invisible because they cross an imaginary barrier... or the fact that the wormholes turn, or the fact that this makes it COMPLETELY impossible to setup chokepoints.

Then again, two of those three could be considered good things.
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Offline colonyan

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Re: Alternatif Worm Hole Positioning
« Reply #2 on: November 07, 2010, 10:41:19 pm »
Given that worm holes are imaginary space phenomena, I put hostile units at outer zones invisible from game's feature point of view since there could be any kind of after thought explanation for that.
AI could basically secretly pile up its units at invisible zone at any of player held planet. They could launch attack without any warning.

That could be one explanation for that. Other could be either player or AI could sneak in to the deep in the territory without being noticed by not crossing the visible area. This done by ordering units go through only in worm hole zone and outer space zone.

Invisible feature could be could not be there, I've put that to explore some possibilities.

---

For worm holes rotating. Actually, I wanted to somehow simulate the planet orbiting the sun or planet turn by its self. Maybe worm hole changing its position sound little too extreme. But if they are fixed as they are now it is, player could still place more defensive structures near that area.
« Last Edit: November 07, 2010, 10:45:07 pm by colonyan »

Offline Winter Born

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Re: Alternatif Worm Hole Positioning
« Reply #3 on: November 07, 2010, 11:48:42 pm »
post in mantis for the developers to see and comment on -- see my sig

Offline colonyan

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Re: Alternatif Worm Hole Positioning
« Reply #4 on: November 08, 2010, 12:22:49 am »
I didn't really meant to suggest this right now as it is(Since this is quite huge change it brings...), wanted to see how people sees this but I think your right, I will post this. Time is precious.

Offline Frozen Critical

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Re: Alternatif Worm Hole Positioning
« Reply #5 on: November 08, 2010, 04:36:22 am »
Horrible , Just horrible

Quit the Diff 3 Runs , At diff 8 or Above , We already have enough Trouble with Waves and Trying to Capture that Nearby Planet Without a ENTIRE whole fleet Rushing out of a wormhole without warning
AMERIKEAN AM TELEFONMAST

Offline Ktoff

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Re: Alternatif Worm Hole Positioning
« Reply #6 on: November 08, 2010, 05:31:49 am »
Well I don't know about the Idea. But if this is supposed to be symmetric, it would make things just so much easier.

Scouting... No problem, just move in the outer space zone.
Deep striking... No problem, just move in the outer space zone.

Also, if you manage to pull your ships out before they incur substantial damage and after they have done substantial damage, you are either very very very talented at microing, or you are just playing at a difficulty far below your skill level.

Offline Frozen Critical

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Re: Alternatif Worm Hole Positioning
« Reply #7 on: November 08, 2010, 05:44:10 am »
But if the AI Does it to you , Won't it Raise the Difficulty to , like , 10 while at Diff 8?
AMERIKEAN AM TELEFONMAST

Offline Ktoff

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Re: Alternatif Worm Hole Positioning
« Reply #8 on: November 08, 2010, 11:24:24 am »
Yeah, so it would take away a whole level of strategies for defense all while rendering scouting and deep-striking tactics obsolete as you could just sneak anywhere you want. Only useful defense would be a huge turretball at your homeworld.

Offline colonyan

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Re: Alternatif Worm Hole Positioning
« Reply #9 on: November 08, 2010, 11:44:46 am »
This came along side to find a way to solve worm hole abuse. Since there's seems to be more easier way so this one wouldn't be in.
On the other side, setting here is nothing predetermined, any thing can be changed so it wasn't my intention to predetermine everything
written in diagram. Even with supposing those settings(notably visibility) were fixed as shown, there will be new type of units
to accommodate the situation.
Yeah, so it would take away a whole level of strategies for defense all while rendering scouting and deep-striking tactics obsolete as you could just sneak anywhere you want. Only useful defense would be a huge turretball at your homeworld.
If you do not defend at all all other planets you acquired, that means your income will be restricted of that from the initial home world.
« Last Edit: November 08, 2010, 11:46:36 am by colonyan »

Offline NickAragua

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Re: Alternative Worm Hole Positioning
« Reply #10 on: November 08, 2010, 12:12:38 pm »
I'm not entirely sure what "wormhole abuse" exists right now. Wormholes are usually pretty heavily guarded by the AI, using those wormhole guard posts which take forever to destroy, so every time you go in there you're going to lose some units to the guys standing guard over the wormhole (well, and the wormhole guard post's 10-point attack). You don't get that much time at the wormhole before the ion cannon / mass driver shots start arriving, which means you're spending a lot of time going back and forth through the wormhole for not much return.

I do like the idea of an option where wormholes are located on the outer edge of a system ("they can only occur outside the gravity field" or whatever). You still can and need to guard them, but they're no longer so close to the vital parts of a system. Also, this would make it way easier to have a wormhole's position correspond to the direction the jump will go on the galaxy map, which makes things a little more intuitive. On the down side, you'll no longer run into a situation where you can cover two or three wormholes with one set of turrets, and you don't have to deal with the situation where you're surrounded on all sides as soon as you jump in.

I don't know about this "ships are invisible on the outer rim" thing though, I don't really see how it make sense or how it would add in any way to the game.

I'd let this idea bake a little more.

Offline colonyan

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Re: Alternatif Worm Hole Positioning
« Reply #11 on: November 08, 2010, 05:52:20 pm »
OK, since I started this as serve mainly as random discussion matter, I will try to answer as much as possible.
Quote
I'm not entirely sure what "wormhole abuse" exists right now. Wormholes are usually pretty heavily guarded by ...

I think people usually form main attack fleet other than some defensive fleet. It happens often that force which gather near worm hole guards are trivial if you make your force in and out frequently enough. Mere
handful of AI ships near hole will vanish in front of your main fleet in few blow. Non the less to say guard post fire power are almost negligible by its intention.

Quote
I do like the idea of an option where wormholes are located on the outer edge of a system...

If AI could identify human main force(fleet aka blob of ships) in some way, they could readily assemble ships near exit point for similar effect. There also could be placed some defensive structures notably the mine fields.

Quote
I don't know about this "ships are invisible on the outer rim" thing though, I don't really see how it make sense or how it would add in any way to the game.

Actually it doesn't have to. Worm holes by it self, they are not found in reality and people are just supposing they might exist.
This is game. Exploring game mechanism for greater fun is more constructive than just exclude the possibility
from the start with with some prejudice.

There could be degree in sensor/search level on player's human side.
At lowest level, player wont know anything about.
Next, player will know how many of them are present in his planet.
Next will be the number and types of units.
Higher sensor could also reveal the guessed position of enemy ships in form of dots.
Later they could show you exact place as dots. The ultimate sensor will reveal the entire planet.

I want to create a situation where outside of AI progress, there's secret retaliatory forces piling up hidden in fog of war. Space used to be big and dangerous but current game shows too much in my personal taste.
« Last Edit: November 08, 2010, 09:56:34 pm by colonyan »

Offline zebramatt

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Re: Alternatif Worm Hole Positioning
« Reply #12 on: November 08, 2010, 07:17:45 pm »
Can I post a gif of someone eating popcorn? Is that allowed?  :)

Offline colonyan

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Re: Alternatif Worm Hole Positioning
« Reply #13 on: November 08, 2010, 09:57:15 pm »
I wouldn't mind but I'd like to hear your idea if you have any.  ;D

Offline Frozen Critical

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Re: Alternatif Worm Hole Positioning
« Reply #14 on: November 09, 2010, 03:02:43 am »
If you like Mircomanagement , Go play on Epic Speed or something And Let us Blitz Speed Players Have Fun , We are Already Dropping too much Starships and Attack Formations to Have to Build Those Shitty Sensor Carp To Find out the Type/Number of ships
AMERIKEAN AM TELEFONMAST