Author Topic: Of Eyes, Carriers and the Endgame.  (Read 7656 times)

Offline Mithror

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Of Eyes, Carriers and the Endgame.
« on: January 10, 2011, 10:01:25 am »
First, due to the length of the post and me not wanting to sound all negative. I really love this game. It's generally fun, vast and immersive. I like a lot of the mechanics in the game and the support from the developpers is really amazing. That's why I hope you'll take my upcoming criticism not as a must (they're mainly personal opions), but rather as some feedback I'd like to provide. It's up to you guys to decide what to do with it :)

Basically, I wanted to start a thread one some aspects that I personally feel take away from some of the fun (not the dwarven fortess kind of fun, but actual fun) in this otherwise great game.

Having now played a couple of games, I feel that some mechanics in this game are a little off. In essence, they don't really contribute a lot besides - unnecessarily - slowing down an already relative slow game. The first one is the AI Eye. The AI Eye is meant to stop blobbing on the planet, but it really fails at doing so, because all it takes is one raid (the action, not the ship) to take it out. Honestly, who here doesn't just raids these things prior to attacking the planet? There's just no incentive not to do it. I also don't quite understand why you'd want to prevent blobbing.

Instead of blobbing and capturing a planet in one or two attacks, we would just have to use surgical strikes to slowly, but surely, drain the planet from enemy forces until it becomes capturable. This can become boring fairly quickly, in my opinion. When I know I'm going to capture a planet I don't want to spend hours capturing it. Sure, if the game revolved around only capturing one planet, I would probably enjoy capturing a planet said way. But with AI War you have to capture 15-20 planets and having to capture even half of them without blobbing feels too much like artificially stretching the game to me. The strategy in AI War comes more from chosing which planets to capture and not so much from how you capture the planets. Capturing a planet should be relatively swift action with this mechanic. Having AI Eyes in there only deters from that.

Another issue with preventing blobbing is that blobbing is exactly what the AI is doing. Why doesn't he get restrictions? Isn't it so that the AI will also build up forces and when he finds he has enough, to attack you with those forces? He's basically waiting until he thinks his blob is large enough to take your blob. Just like we are. Ok, granted, with the new patches, the AI will hardly ever attack you with more than double the number of units, but that sure doesn't mean he's attacking you with superior force. But the thing is, we, the players often need superior numbers to make up for inferior strength. Frankly, if I had 500 Mk V forces to attack 1000 Mk II forces, I'd attack sooner too :)

All I'm really trying to say with this wall of of text is that I'm not really a fan of preventing blobbing in this game, but more so, I don't like how AI Eyes go about and fail to enforce this. I mean, the idea is cool, but does it really make for interesting gameplay?

On to Carriers. First, could someone explain how they get created? It seems to me that once the AI no longer has anything to reinforce, he creates carriers with units he has so he then has room to reinforce again. I'm sure I'm not too far off the real implementation...

What bother me and my friend about this mechanic is twofold, but perhaps I should start with how it started to matter. We're playing on a 40 planet galaxy. We took one AI Homeworld around which time I took the planet near the other homeworld, only seperated from it by two core planets (triangle formation). We wanted to lower the AIP so took the planet with the Super Terminal and waited till the AIP reached the floor and then blew it up. In the meantime (and this was pre the health change in firepower) the core world were gathering up forces on wormholes adjacent to mine. This included over 30(!) carriers, all stuffed with 200 Mk V ships. Of course, there were regular ships as well (both planets had like 500-1000 Mk V ships each). We then proceeded to updade our game. Woops. :)

Suddenly we get attack by a bazillion ships and carriers. We had a battle that lasted maybe 2 hours on that planet and the only things that kept us alive were the black hole machine, the armor booster, the armor inhibitor and the masses of graviton turrets and other turrets. That and the fact that carriers seemed to be following my ships, so I tried to keep them in the back, while the sniper turrets and my ally cleaned the rest of the ships up. My looping pattern allowed me to take some ships down on some flybys. (I'll try to find a save from around that time. If you're a fan of a prolonged fight for survival, this is certainly one of those!). This was fun and boring at the same time. Once the 'holy crap, how cool is this? All those ships attacking us!'-feeling dissipated, we had to face reality and started to quite tedious defense.

We managed to defeat them all, but felt sort of dissapointed because for each 2 carriers we popped, two more come into our system. It was only until we also managed to significantly reduce the number of ships that we managed to kill more carriers than could reinforce to our planet. On top of that it involved a lot of micromanagement to avoid shooting those carriers. Forget attack move or FRD. We had to manually target all of our ships/turrest such that they would not hit the carrier (much). This right there is one of the main reasons I don't like carriers. Why would your ships want to kill something that will create more danger? The AI of your ships should avoid shooting these unless ordered to by the player. It makes no tactical sense to do otherwise. I'm sure the purpose of the Carriers is to prevent too many ships to be on the screen at once, but honestly, if your ships just pop all of them, you're in the exact same situation.

Now, granted. Our situation was due to weird patch timings. We started to built up a large threat on the core planets that wouldn't attack due to harsh firepower calculation, but we couldn't clear it - at the time - either, and the next patch made them attack us all at once (and rightfully so). It doesn't really matter that it's 30+ carriers though, the point, in my opinion, is still valid. There's no tactical sense to destroy these things prior to having destroyed the other ships. At the very least I'd like to see an option to have your ships (and turrets) avoid shooting Carriers.

Another thing that kind of bothers us with regards to carriers is that the AI uses these carriers to circumvent his per planet cap. A carrier apparently only counts as one unit and the number of ships inside it are not counted. I find this a bit cheating to be honest. If the AI has reached his cap, then he shouldn't be able to send in any more ships. Just like we are stuck with our ship caps. I honestly don't know what he should be doing when he's at full cap though. Maybe have him automatically free a certain percentage of all his ships to attack you with, leaving him room to reinforce again. The current situation is generally not that interesting. Basically what happens is the following:

AI has threat around wormholes. We clean them up and take down a few guard posts. AI again has some threat around wormholes and we clean them up again, taking a few other guard posts with us. This got repeated until we had completely neutered both the AI coreworlds. We are now left with a clear pass to the AI Homeworld and will probably finish the game pretty soon. Taking the guard posts down was actually fun (we absolutely love speed booster and cloaker starships :)), but clearing the threat each time right before that just became boring. In our opinion it just serves to slow down an already lost war. (The remarks on carriers is mostly of importance on core and homeworlds. Threat from lower level planets are annoying, but easier to manage.)

To summarize
We don't like that Carriers are targetted without our wanting to.
We don't like that the AI can circumvent his per planet cap via these carriers.

One extra thing I maybe wanted to throw in here was that I find that the endgame in AI War is mostly just a slower mid/early game. Partly to due the above mentioned concerns, but there are other factors too. I would love to see the endgame in AI War become something different. More of scenario where the AI realizes that he's about to possibly lose his domination over the galaxy and initiates one large all-or-nothing battle against the now more powerfull human(s). A battle where tactical prowess determines the victor. If he loses the battle, his position in the galaxy is quite weak and the player can boot him out of it quite easily. If the player loses then he'll have to either give up or retreat depending on how severly he lost. Just a thought that sprang to me while writing this. Generally I'd like to see more of difference in playstyle between the various stages in the game.

tl;dr
- Blobbing isn't such a bad thing.
- AI Eyes don't do their jobs properly and clearing them is too repetitive
- Carriers should not be targetted unless explicitely told to.
- The AI should not reinforce any more once it reached its cap. Instead it could perhaps use it ships and attack in order to free his cap.
- It would be nice to have more difference between early/mid and endgame, whereas now it's generally more of the same, just slower and slower as the game goes on.

Boy, definitely too much text, sorry 'bout that! :)

Offline zebramatt

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Re: Of Eyes, Carriers and the Endgame.
« Reply #1 on: January 10, 2011, 10:35:11 am »
Personally, I reckon Eyes should be indestructible whilst guard posts remain on the planet...

Offline Wingflier

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Re: Of Eyes, Carriers and the Endgame.
« Reply #2 on: January 10, 2011, 10:42:59 am »
A couple things:

1.  Eyes, while claiming to be an anti-blobbing technique, are really there to slow down the player's progress from my understanding.  Instead of being able to just go into any given galaxy and wipe everything out, you have to spend extra time and micromanagement taking out the eye first, then proceeding.  Now whether or not this is the most enjoyable mechanic is debatable since blobbing seems completely necessary to win, but it does hinder player progress enough that they can't just win the game in a few hours.

2.  As for the Carriers, Chris mentioned a couple weeks back that he was devising a system that would prevent your units from attacking them until last (or until specifically told too).  I myself wonder why they don't exhibit the tag "Do not attack unless instructed" like many other important/dangerous objectives in the game.

3.  Concerning the end-game, the AI IS supposed to make more or less a last-ditch effort against you when you are about to win.  When you destroy one of their home planets, it skyrockets the AIP by 100 points, and usually results (from my experience) in a devastating Cross-Planet Attack that can often wipe you out.  In your post I saw you mentioned that you typically take 15-20 planets on a 40 planet map.  If you can take that many planets on a smaller map and successfully defend it all, chances are the difficulty is too low for your skill level.  On any given map, you are only supposed to take about 25% or less of the total planets (from my understanding), anything more than that is just suicide on the harder difficulties.

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Personally, I reckon Eyes should be indestructible whilst guard posts remain on the planet...
This wouldn't fix the problem, only make it worse.  If they are simply there to act as a deterrent and time tax, then they are already doing their job quite nicely.
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Offline keith.lamothe

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Re: Of Eyes, Carriers and the Endgame.
« Reply #3 on: January 10, 2011, 10:58:07 am »
I did read the whole thing, but I'll respond to the summary:

Quote
- Blobbing isn't such a bad thing.
We disagree :)  But we do appreciate the feedback, we'll think about it.

Quote
- AI Eyes don't do their jobs properly and clearing them is too repetitive
They do seem to be much more effective at motivating "scout" and "raid" than they are at de-motivating "blob".  People generally just do what's necessary to restore their ability to blob.

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- Carriers should not be targetted unless explicitely told to.
Chris was planning to do that, but I dissuaded him by mentioning that since the things have an attack players would expect their automatic defenses to do something about the large object shooting up the place.  My apologies ;)  Thing is, a wave with 3 carriers (storing 1000 each, say) and 1000 ships is supposed to be like a wave of 4000 ships used to be, but without crashing your computer.  If you have such a large degree of control over when a carrier breaks open, though, it's much more like 4 separate waves of 1000 ships each, which isn't the same thing.

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- The AI should not reinforce any more once it reached its cap. Instead it could perhaps use it ships and attack in order to free his cap.
Bear in mind that it is in no way cheating for the AI to pile up more than the cap on a planet, those caps were in no way intended to communicate a limitation on the AIs production capacity or anything like that.  Just a way to make it spread stuff out more and hopefully avoid undue cpu/memory performance problems.

And in general the AI will free excess reinforcements (it's a mechanic called "border aggression") to attack, and carriers (not barracks, but that's only one per planet) generated by reinforcement overflow are supposed to also be free.  They may just stalk one of your planets on the other side of the wormhole if they don't think they have enough firepower, naturally.

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- It would be nice to have more difference between early/mid and endgame, whereas now it's generally more of the same, just slower and slower as the game goes on.
Have you tried playing with the Fallen Spire faction on, from LotS? :)  Very, very different mid/end game.
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Offline Mithror

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Re: Of Eyes, Carriers and the Endgame.
« Reply #4 on: January 10, 2011, 11:34:51 am »
@Wingflier: we're actually already at 29 planets captured or so. We just got the AIP low with a Super Terminal so it's not that hard. We're at 400 AIP I think?

I did read the whole thing, but I'll respond to the summary:

Quote
- Blobbing isn't such a bad thing.
We disagree :)  But we do appreciate the feedback, we'll think about it.

Quote
- AI Eyes don't do their jobs properly and clearing them is too repetitive
They do seem to be much more effective at motivating "scout" and "raid" than they are at de-motivating "blob".  People generally just do what's necessary to restore their ability to blob.

It kind of depends as to what you really define as blobbing. I assume with blobbing you mean a force so big you can just cakewalk over a planet. From experience I find that this only really ever occurs with Mk III planets or lower. With everything else it's not just much blobbing as it is keeping up. I guess my point is rather: blobbing in Mk III planets or lower isn't really that bad, honestly. It just get things done more quickly. It's either blobbing or raiding. Removing blobbing leads to limited choices even though blobbing is the superior strategy in above mentioned planet types. Blobbing is also more frequent in the early game, where things are easier by definition. Late game, your blob becomes your necessary force.

If AI Eyes only serve to slow down the capturing of planets, you'd achieve better results by making the planets beefier imo. This would result in the player having to raid the planet until he can blob it. But I don't really like this idea for low level planets, due to it unnecessarily slowing the game.

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- Carriers should not be targetted unless explicitely told to.
Chris was planning to do that, but I dissuaded him by mentioning that since the things have an attack players would expect their automatic defenses to do something about the large object shooting up the place.  My apologies ;)  Thing is, a wave with 3 carriers (storing 1000 each, say) and 1000 ships is supposed to be like a wave of 4000 ships used to be, but without crashing your computer.  If you have such a large degree of control over when a carrier breaks open, though, it's much more like 4 separate waves of 1000 ships each, which isn't the same thing.

I get that, but then it'd be better to just remove the carriers alltogether, because right now, people will (at least I will) always try to avoid breaking open the Carrier until the moment they can deal with what's in it. By putting the ships in carriers you're only really delaying the crashing of the computer until the ships pop the carriers. Not to mention that you're also creating opportunities to treat the wave as separate waves. The latter just beckons for carriers to be player defined attackable.

Perhaps there should be a different method to avoid too many ships. I'll give it some though :)

Quote
- The AI should not reinforce any more once it reached its cap. Instead it could perhaps use it ships and attack in order to free his cap.
Bear in mind that it is in no way cheating for the AI to pile up more than the cap on a planet, those caps were in no way intended to communicate a limitation on the AIs production capacity or anything like that.  Just a way to make it spread stuff out more and hopefully avoid undue cpu/memory performance problems.

And in general the AI will free excess reinforcements (it's a mechanic called "border aggression") to attack, and carriers (not barracks, but that's only one per planet) generated by reinforcement overflow are supposed to also be free.  They may just stalk one of your planets on the other side of the wormhole if they don't think they have enough firepower, naturally.

I know he's not really cheating, it's more that it feels a bit off that I am limited by the number of ships I can have, yet the AI can just keep building even though he used up all his reinforcements. It was definitely more of a problem where the firepower calculation creating these huge threat levels and the new patch solves this by having the AI attack you more often, thus losing ships more often. Personally I'd prefer that the AI too has limits it has to adhere to when it comes to ship caps, but that's just me!

Quote
- It would be nice to have more difference between early/mid and endgame, whereas now it's generally more of the same, just slower and slower as the game goes on.
Have you tried playing with the Fallen Spire faction on, from LotS? :)  Very, very different mid/end game.

I have not. Been playing with a friend whom I gifted all but the LotS expansion. I'll give it a try though. I heard it's very hard, so I'm a bit hesistant :)

Offline Suzera

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Re: Of Eyes, Carriers and the Endgame.
« Reply #5 on: January 10, 2011, 11:42:10 am »
With the balance changes I am finding it much harder to roll over all the AI planets trivially all the time. The AI side not randomly getting 90% of ships that are terrible while I pick one of a few godships has really evened things out on that front. The coming shield change should help that as well because "fishing" makes AI force fields entirely pointless.

For some reason, AI Eyes haven't been much of a blobbing limitation to me recently either.

I find the endgame goes much quicker than the mid-game.

Offline zebramatt

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Re: Of Eyes, Carriers and the Endgame.
« Reply #6 on: January 10, 2011, 12:20:16 pm »
Quote
Personally, I reckon Eyes should be indestructible whilst guard posts remain on the planet...
This wouldn't fix the problem, only make it worse.  If they are simply there to act as a deterrent and time tax, then they are already doing their job quite nicely.

I disagree.

This argument regarding AI Eyes would certainly hold more weight if they occurred on all or most planets. As it stands, they're something to mix up the strategy required for capturing certain planets. Or deterrents to doing so, even. Thus, far from making the game more repetitive, I would contest they add variety.

'Time tax' is an interesting concept, therefore, in the context. Why are they a time tax? Because they add a necessary and obvious initial activity - eliminate the AI Eye - before a return to standard blob-up-and-burn tactics? Well, that's where my thinking lies in making them last to die on the planet (comm station aside): you must permanently change your strategy on that planet. Now, if they're still considered a time tax - i.e. it takes you longer to take that planet - then I would ask what exactly makes them a tax but not things like gravity drills or black hole machines, or most of the other things which make the game interesting?

Evidently, however, it's a matter of taste!

Offline Sizzle

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Re: Of Eyes, Carriers and the Endgame.
« Reply #7 on: January 10, 2011, 12:30:34 pm »
A possible solution to the player delaying opening the carriers is to have the carriers immediately start unloading, but with a # of ships per second per carrier that should act like a continual reinforcement with perhaps a ceiling at 150% of the original raid size until losses bring the number below that value, rather than unloading 3000 ships all at once, leading to the 3x 1000 wave problem.

A) the player can't control the timing of when the carriers unload
B) hopefully the "cap" can be constructed in such a way that the threat is there, but not the performance impact.   

The player can kill ships all he wants. ; the carriers provide instantaneous replacements.

Offline Mithror

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Re: Of Eyes, Carriers and the Endgame.
« Reply #8 on: January 10, 2011, 12:31:37 pm »
With the balance changes I am finding it much harder to roll over all the AI planets trivially all the time. The AI side not randomly getting 90% of ships that are terrible while I pick one of a few godships has really evened things out on that front. The coming shield change should help that as well because "fishing" makes AI force fields entirely pointless.

For some reason, AI Eyes haven't been much of a blobbing limitation to me recently either.

I find the endgame goes much quicker than the mid-game.

But you're the AI War pro player ;D

Maybe the game speed (we're playing epic) also contributes to this somewhat? It's not so much that it's slow though, it's more that it's the same as in the beginning, just on a different scale.

Quote
Personally, I reckon Eyes should be indestructible whilst guard posts remain on the planet...
This wouldn't fix the problem, only make it worse.  If they are simply there to act as a deterrent and time tax, then they are already doing their job quite nicely.

I disagree.

This argument regarding AI Eyes would certainly hold more weight if they occurred on all or most planets. As it stands, they're something to mix up the strategy required for capturing certain planets. Or deterrents to doing so, even. Thus, far from making the game more repetitive, I would contest they add variety.

'Time tax' is an interesting concept, therefore, in the context. Why are they a time tax? Because they add a necessary and obvious initial activity - eliminate the AI Eye - before a return to standard blob-up-and-burn tactics? Well, that's where my thinking lies in making them last to die on the planet (comm station aside): you must permanently change your strategy on that planet. Now, if they're still considered a time tax - i.e. it takes you longer to take that planet - then I would ask what exactly makes them a tax but not things like gravity drills or black hole machines, or most of the other things which make the game interesting?

Evidently, however, it's a matter of taste!

See, they don't really add variety for me, because here's what generally happens when I want a planet that has an AI Eye on it.

1. Load up a couple of transports with some bombers
2. Move transports to AI Eye
3. Destroy AI Eye
4. Retreat
5. Possibly wait for extra bombers
6. Send in fleet

You don't really change the tactic (blobbing), you just delay it slightly.

Offline zebramatt

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Re: Of Eyes, Carriers and the Endgame.
« Reply #9 on: January 10, 2011, 12:33:55 pm »
Which is the beauty of my suggestion!

Offline keith.lamothe

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Re: Of Eyes, Carriers and the Endgame.
« Reply #10 on: January 10, 2011, 12:43:26 pm »
I have not. Been playing with a friend whom I gifted all but the LotS expansion. I'll give it a try though. I heard it's very hard, so I'm a bit hesistant :)
It is fairly difficult, but I don't think it's fundamentally more challenging than the normal game (well, maybe somewhat).  A few weeks ago I played a full game with it against 2 diff 7 Vanilla AIs with none of the peskier other minor factions or AI plots on, and it was challenging enough to be enjoyable but not terribly so.  Which is basically what I expect from a diff 7 game :)

Basically it pulls a lot of the difficulty from the end-game and plops it into the midgame (even the early game, if you're aggressive about it); if you _survive_ the midgame you're probably in a position to just take the AI down pretty quickly, though there's an alternate win condition you can go for (and might have to, if you're facing a really nasty AI) that poses a significant challenge in its own right but replaces the ai-homeworld-assault phase.
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Offline Mithror

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Re: Of Eyes, Carriers and the Endgame.
« Reply #11 on: January 10, 2011, 12:48:40 pm »
I would definitely prefer the AI Eye only being destructible via destroying the comm station (or another prerequisite) instead of what we have now. Imo, it'd have to be seeded less then or at least be rarely seeded on core/homeworlds (maybe even Mk IV, dunno).

Also Sizzle, I like the suggestion. It's either that or try to do what they tried with the Hunter/Killer even though this last one is not an easy one to do properly, as has been shown!

Maybe they could unload until a performance problem is detected and then stop  :P

I have not. Been playing with a friend whom I gifted all but the LotS expansion. I'll give it a try though. I heard it's very hard, so I'm a bit hesistant :)
It is fairly difficult, but I don't think it's fundamentally more challenging than the normal game (well, maybe somewhat).  A few weeks ago I played a full game with it against 2 diff 7 Vanilla AIs with none of the peskier other minor factions or AI plots on, and it was challenging enough to be enjoyable but not terribly so.  Which is basically what I expect from a diff 7 game :)

Basically it pulls a lot of the difficulty from the end-game and plops it into the midgame (even the early game, if you're aggressive about it); if you _survive_ the midgame you're probably in a position to just take the AI down pretty quickly, though there's an alternate win condition you can go for (and might have to, if you're facing a really nasty AI) that poses a significant challenge in its own right but replaces the ai-homeworld-assault phase.

Should try it then! I wish there'd be another sale, so I could gift it to my friend :D
« Last Edit: January 10, 2011, 12:50:59 pm by Mithror »

Offline Tridus

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Re: Of Eyes, Carriers and the Endgame.
« Reply #12 on: January 10, 2011, 12:53:43 pm »
This argument regarding AI Eyes would certainly hold more weight if they occurred on all or most planets. As it stands, they're something to mix up the strategy required for capturing certain planets. Or deterrents to doing so, even. Thus, far from making the game more repetitive, I would contest they add variety.

'Time tax' is an interesting concept, therefore, in the context. Why are they a time tax? Because they add a necessary and obvious initial activity - eliminate the AI Eye - before a return to standard blob-up-and-burn tactics? Well, that's where my thinking lies in making them last to die on the planet (comm station aside): you must permanently change your strategy on that planet. Now, if they're still considered a time tax - i.e. it takes you longer to take that planet - then I would ask what exactly makes them a tax but not things like gravity drills or black hole machines, or most of the other things which make the game interesting?

Evidently, however, it's a matter of taste!

You'd have to change how the AI Eye works. If it has to be the last thing killed, then it's going to have to do the ship comparison based on some previous value for the AI ships.. because as the last thing alive you've blown away everything else and if you have almost anything in the sector its going to start spamming reinforcements.

Offline Suzera

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Re: Of Eyes, Carriers and the Endgame.
« Reply #13 on: January 10, 2011, 01:00:17 pm »
This argument regarding AI Eyes would certainly hold more weight if they occurred on all or most planets. As it stands, they're something to mix up the strategy required for capturing certain planets. Or deterrents to doing so, even. Thus, far from making the game more repetitive, I would contest they add variety.

'Time tax' is an interesting concept, therefore, in the context. Why are they a time tax? Because they add a necessary and obvious initial activity - eliminate the AI Eye - before a return to standard blob-up-and-burn tactics? Well, that's where my thinking lies in making them last to die on the planet (comm station aside): you must permanently change your strategy on that planet. Now, if they're still considered a time tax - i.e. it takes you longer to take that planet - then I would ask what exactly makes them a tax but not things like gravity drills or black hole machines, or most of the other things which make the game interesting?

Evidently, however, it's a matter of taste!

AI Eyes are already on 80%ish of planets in the games I play. I consider that most.

Making them the last to die means you have to start with as many ships as you can and then meter it down as you blow up posts which isn't any fun either if there are 3 ion cannons, a mk 3 fortress, and 2 mk 2 force fields all on one planet, which are ALL things that require you to have a bunch of ships to take down and won't all be in the same spot. If AI Eyes weren't capable of spitting out literally dozens of ships per second and could only do a maximum of 3-5 ships per second instead it might work. Right now you literally cannot blow them up faster than the AI Eye can spit things out. You're suggesting having that drag out for minutes per planet so every planet becomes an ordeal of blowing up thousands of ships.

Gravity drills and black hole machines don't spit out 50-200 ships per second, and don't stop you from taking the necessary 100-400 bombers (depending on ship cap) to take out a fortress.

Offline Mithror

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Re: Of Eyes, Carriers and the Endgame.
« Reply #14 on: January 10, 2011, 01:01:54 pm »
If anybody's interested, this is the point right before the AI will attack (I think). There's OVER NINE THOUSAND Mk V threat!

Feel free to fight the battle. We got totally slaughtered the first time, but won the second time :)