Author Topic: Discussion: AI hitting you when you're down  (Read 4369 times)

Offline chemical_art

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Re: Discussion: AI hitting you when you're down
« Reply #30 on: November 13, 2012, 05:06:23 pm »
It should probably only count casualties in AI territory. Losses on the defense are expected, the price for a complete wipe is that the AI gets free reign to wreck your territory (and likely end the game), only attacks need a cost.

Agreed on this. Losses on defense are not a sign of what this idea was intended to target.

I would go from not using this idea to probably using this idea if this was done.

The idea of the AI getting a double wave if the first half of said wave wiped you out just isn't fun to me.
Life is short. Have fun.

Offline TechSY730

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Re: Discussion: AI hitting you when you're down
« Reply #31 on: November 13, 2012, 09:14:29 pm »
Although was spawned out of the other "new AI response" thread, it may make a nice part of contributing to this sort of intelligent, dynamic AI reactivity. So I am posting it here as well.

9905: Allow some Special Forces ships to go into threat fleet when SF is near cap (or some other cutoff).

Offline Draco18s

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Re: Discussion: AI hitting you when you're down
« Reply #32 on: November 13, 2012, 09:44:58 pm »
It should probably only count casualties in AI territory. Losses on the defense are expected, the price for a complete wipe is that the AI gets free reign to wreck your territory (and likely end the game), only attacks need a cost.

+1 from me as well

Offline Martyn van Buren

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Re: Discussion: AI hitting you when you're down
« Reply #33 on: November 14, 2012, 02:56:48 am »
2) If you have a "press here to drain SF and SR ships into my chipper shredder" button, then you could probably find a way to effectively use this new mechanic to neutralize both of those.

I don't think this should be a huge concern --- I think SF would be a great source for this new mechanic.  It would be more organic than "a bunch of ships pop out of nowhere" and feel more like the AI being smart.  Clearly this wants to be more than a meter --- a) it should be "fuzzy logic"ed enough that it's unpredictable to the player, and b) the AI should certainly be to decide not to stage this attack if it can see it's pointless, or to call it off if its losing.  But it seems to me that this is a way for the AI to behave a bit more like a smart human player.  I mean it should certainly be possible to use this to lure special forces into traps, but if the AI is able to use its normal degree of pseudo-intelligence I think it should be complicated enough to pull off (especially since it means being ready to stage the trap with a big hole in your mobile fleet) that it oughtn't to be considered cheese.