Author Topic: Border Aggression Changes  (Read 891 times)

Offline Fleet

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Border Aggression Changes
« on: August 17, 2010, 09:31:25 pm »
Quote
...when ships would be released via border aggression, and those ships have a tech level that is more than 2 marks higher than the current tech level of that AI player (so, mark IV/V ship with a mark I AI tech level, or mark V ship with a mark II AI tech level, basically), then these excess ships are simply exploded rather than being released. This keeps the ship caps pruned as needed without causing a ridiculous spike in difficulty and without having players ever get swarmed with core ships early in the game.
(emphasis mine)

I am interested in the lore/explanation behind this one!

Offline x4000

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Re: Border Aggression Changes
« Reply #1 on: August 17, 2010, 09:39:40 pm »
Well, take your pick, but this is largely invisible to the human players anyway -- if I had not told you about it, you wouldn't know it did that.  It's been doing that with starships for near about a year and I don't think anyone noticed. ;)

Let's just say that if the holiday armadillo and santa are ever in the same room for too long, the universe will explode, so the AI takes great care to avoid that.

Or something prosaic like they're using up too much energy/material/whatever.  Or they're being called to another front outside the galaxy to help with whatever the AI is mysteriously up to out there. ;)
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Offline Vinraith

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Re: Border Aggression Changes
« Reply #2 on: August 18, 2010, 01:05:29 am »
That last one is a great blanket excuse for lots of things, it's the AI War equivalent of "they're on the ship with Boxy."

Offline x4000

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Re: Border Aggression Changes
« Reply #3 on: August 18, 2010, 09:12:54 am »
That last one is a great blanket excuse for lots of things, it's the AI War equivalent of "they're on the ship with Boxy."

True -- but I also find it interesting, thematically.  And really, the game wouldn't make any sense without it.  I had recently been playing  Red Faction: Guerrilla right before making AI War, and it was on my mind.  And the only reason that you can be a cool insurgent and do all this stuff there is because, most of the time, you just blend in as a citizen.  But, of course, when you piss off the AI then they really start to notice you and send swat teams, etc.

Given that I wanted a similar guerrilla warfare feel here, too, I needed a reason for the AI not to look at you a lot of the time.  I wouldn't even call it an "excuse" per se, as it's not like it's covering a technical shortcoming -- the AI is quite capable of happily killing you, and if I'd wanted a smaller-scale direct-conflict game it would have been possible (that basically describes the game every time you attack a new planet, or every time they send a wave at you, really). 

But anyway, I do think it's a prerequisite that if you're to engage in guerrilla warfare against a stronger opponent, which is the point here, that you opponent not be aware of you.  Otherwise, in any situation in real life or in any game... they'd just crush you.  In any FPS game, if all the enemies in the level just ran at you and knew where you were all at once, you would die every time.  I just found it odd that had never been done previously in an RTS context.
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Offline Vinraith

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Re: Border Aggression Changes
« Reply #4 on: August 18, 2010, 01:12:32 pm »
Absolutely, that certainly wasn't intended as a criticism, I just meant to point out that it's a genuinely good reason that you can give for a lot of things. This whole "guerrilla strategy game" you've got here is an absolutely fascinating thing, if it's got any precedent in the genre I'm not aware of it. I think you may have actually managed to invent a new subgenre.  ;D Sooner or later, when we find out what the AI IS up to out there, it has the capacity to really pay off, as well!

Offline x4000

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Re: Border Aggression Changes
« Reply #5 on: August 18, 2010, 02:34:02 pm »
All good. ;)
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