Poll

What most needs attention for 6.0?

Balance: Another pass on champion modules
15 (3.4%)
Balance: buff Deflector Drones
3 (0.7%)
Balance: buff Electric Shuttles
5 (1.1%)
Balance: buff Etherjets
2 (0.5%)
Balance: buff Flak Turrets
10 (2.3%)
Balance: buff Grenade Launchers
4 (0.9%)
Balance: buff Infiltrators
5 (1.1%)
Balance: buff MkV Spiders
3 (0.7%)
Balance: buff non-core guard posts
9 (2.1%)
Balance: buff Raiders
2 (0.5%)
Balance: buff Teleport Raiders
4 (0.9%)
Balance: give more ships bonuses vs. Artillery (i.e. vs Missile Frigates)
2 (0.5%)
Balance: give Zenith Electric Bombers bonus vs Heavy
8 (1.8%)
Balance: Make 10/10 (somewhat) harder
8 (1.8%)
Balance: make human ships tractored by AI ships not trigger deepstrike threat or raid engines
14 (3.2%)
Balance: make hybrid plot-intensity affect maturity rate instead of (or in addition to) spawn rate
12 (2.7%)
Balance: make hybrids mature more slowly
5 (1.1%)
Balance: make MkV younglings attrition again, but be immune to warp gate paralysis
7 (1.6%)
Balance: Making multiple-ingress-points (including sattelite worlds) not so much less viable than singe-chokepoint
21 (4.8%)
Balance: nerf AI usefulness of zenith bombards
7 (1.6%)
Balance: nerf Area Mines
1 (0.2%)
Balance: nerf Medics
0 (0%)
Balance: nerf Munitions Boosters
0 (0%)
Balance: nerf Shield Bearers
0 (0%)
Balance: nerf Tackle Drone Launcher
3 (0.7%)
Balance: nerf Zenith Beam Frigate
0 (0%)
Balance: reduce Counter-Dark-Matter Turrets knowledge cost
7 (1.6%)
Balance: reduce Counter-missile-turret knowledge cost
7 (1.6%)
Balance: reduce MarkIII scout knowledge cost
13 (3%)
Balance: reduce Zenith Space Time Manipulators knowledge cost
11 (2.5%)
Fix: (Apparently rare) Human units showing up on far-distant AI worlds, possibly due to scapegoat regeneration.
5 (1.1%)
Fix: AI Engineers not repairing
11 (2.5%)
Fix: AI ships getting stuck and/or jumpy movement
11 (2.5%)
Fix: Auto-gather-knowledge units getting stuck (sometimes nebula-related)
5 (1.1%)
Fix: Auto-kiting units sometimes kite out of range
4 (0.9%)
Fix: Cloaked ships spawned by super terminal not attacking
8 (1.8%)
Fix: Human FRD ships not always regathering at FRD point
7 (1.6%)
Fix: Human ships sometimes autotargetting wormhole guard posts
1 (0.2%)
Fix: Intel Summary Wormhole Guard Post count is just called "Guard Posts"
5 (1.1%)
Fix: Making Hybrid preferred target doesn't seem to work
10 (2.3%)
Fix: Preservation Wardens not showing up
5 (1.1%)
Fix: Super Hybrids spawning despite there being nothing for it to do.
4 (0.9%)
Fix: Wave warning counts counting starships twice
4 (0.9%)
Mapgen: have separate seeds for map layout and everything else.
11 (2.5%)
Mechanics: make threatballs do something else if they don't attack after a while
24 (5.5%)
Mechanics: Semi-random variation in how knowledge is distributed across planets (details)
8 (1.8%)
Text: rename Hybrid Hive Spawner to Hybrid Hive Nest
4 (0.9%)
UI: A way to band-select only one's own ships in multiplayer.
7 (1.6%)
UI: be able to give attack (and set-preferred-target) orders by right-clicking the planetary summary box
13 (3%)
UI: change auto-FRD to "gets set to FRD whenever it enters an allied planet"
9 (2.1%)
UI: have astro train attacking a command station not show a warning
5 (1.1%)
UI: Make hybrid's displayed mark number reflect their maturity
17 (3.9%)
UI: make the zoom values on the QWER keys more useful
5 (1.1%)
UI: provide way to make a specific space-dock/factory not send ships to warp gate
8 (1.8%)
UI: reorder turrets on buy menu so basic, mlrs, missile, and laser are together
14 (3.2%)
UI: show icons for devourer and trader on galaxy map
16 (3.7%)
UI: Show System Mark in Intel Summary
8 (1.8%)
UI: Show the selection description window on the galaxy map
6 (1.4%)
UI: support subfolders for save/load
15 (3.4%)

Total Members Voted: 0

Author Topic: Poll: what most needs attention for 6.0? (Or: let's see if we can break polls!)  (Read 12693 times)

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
+1 as well for awesome devs.  I recently read this quote on the Torchlight forum and thought of AI Wars immediately, and laughed.

Quote
Every game I have ever seen which involves constant nerfs/buffs is 100x worse 2 years down the road than at launch.

What version of AI War do you consider "launch" though?

Version 1.0 was before my time, but Version 2.0 was downright awful.  Units took 15 minutes to cross a system, and other such issues.

Offline Volatar

  • Hero Member Mark III
  • *****
  • Posts: 1,055
  • Patient as a rock
What version of AI War do you consider "launch" though?

Version 1.0 was before my time, but Version 2.0 was downright awful.  Units took 15 minutes to cross a system, and other such issues.

2.0 was when the game hit Steam. That's probably the best bet for a launch date.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
2.0 was when the game hit Steam. That's probably the best bet for a launch date.

I bought it on that other platform.  Uh.  Impulse.  They handed me a $5 off "any game on Impulse" coupon and my friend said "Get AI War, you can add it to steam later with the same key."

Offline Volatar

  • Hero Member Mark III
  • *****
  • Posts: 1,055
  • Patient as a rock
2.0 was when the game hit Steam. That's probably the best bet for a launch date.

I bought it on that other platform.  Uh.  Impulse.  They handed me a $5 off "any game on Impulse" coupon and my friend said "Get AI War, you can add it to steam later with the same key."

I bought it on GamersGate for like, 15% off myself back in the 1.0 days.

I kinda wanna find the 1.0 installer again just for amusements sake.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
I kinda wanna find the 1.0 installer again just for amusements sake.

I've got a 3.4 installer bookmarked, in the event I can ever convince someone to play with me.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Ok, I think this one's settled; here's the top 10:

Mechanics: make threatballs do something else if they don't attack after a while   24 
Balance: Making multiple-ingress-points (including sattelite worlds) not so much less viable than singe-chokepoint   21 
UI: Make hybrid's displayed mark number reflect their maturity   17 
UI: show icons for devourer and trader on galaxy map   16 
Balance: Another pass on champion modules   15 
UI: support subfolders for save/load   15 
Balance: make human ships tractored by AI ships not trigger deepstrike threat or raid engines   14 
UI: reorder turrets on buy menu so basic, mlrs, missile, and laser are together   14 
Balance: reduce MarkIII scout knowledge cost   13 
UI: be able to give attack (and set-preferred-target) orders by right-clicking the planetary summary box   13 

Not sure I'll get through all those before taking nominations for another poll (there was some controversy over whether certain ones should be done, for one thing), but we'll see :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Ok, I think this one's settled; here's the top 10:

Mechanics: make threatballs do something else if they don't attack after a while   24 
Balance: Making multiple-ingress-points (including sattelite worlds) not so much less viable than singe-chokepoint   21 
UI: Make hybrid's displayed mark number reflect their maturity   17 
UI: show icons for devourer and trader on galaxy map   16 
Balance: Another pass on champion modules   15 
UI: support subfolders for save/load   15 
Balance: make human ships tractored by AI ships not trigger deepstrike threat or raid engines   14 
UI: reorder turrets on buy menu so basic, mlrs, missile, and laser are together   14 
Balance: reduce MarkIII scout knowledge cost   13 
UI: be able to give attack (and set-preferred-target) orders by right-clicking the planetary summary box   13 

Not sure I'll get through all those before taking nominations for another poll (there was some controversy over whether certain ones should be done, for one thing), but we'll see :)

So, since some of these are very non-specific (especially the top two), where are you going to be pulling ideas to make this concrete?
Mantis suggestions? A new thread? A new thread where we can nominate ideas and/or mantis suggestions?

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
So, since some of these are very non-specific (especially the top two), where are you going to be pulling ideas to make this concrete?
Mantis suggestions? A new thread? A new thread where we can nominate ideas and/or mantis suggestions?
Actually there's already been a thread over the past couple days on the ingress thing that's generated a couple things I think will work, and I already have an idea for the threatball thing.

Most of the rest is pretty concrete.  But there are two things:

Balance: Another pass on champion modules   15
The numbers are already following a balance model, so I'd like some more specific feedback on what exactly needs doing here.  Champions too strong in general?  Too weak?  Certain modules seem almost always more useful than others?  Certain ones always less useful?

I'll start a separate thread for that one.

And:

Quote
Balance: make human ships tractored by AI ships not trigger deepstrike threat or raid engines   14 
Not the easiest thing to implement (I believe both of those go off ship counts, and do not pay attention to individual particulars), but I can do it.  The other thing is that some players (at least one, I suppose) don't want this change.

So I'll start a yes/no poll on that one separately.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Maybe on the last we could just get a CTRL "Ships scapped if forced into enemy system".  So you don't need to worry about triggering AI things that react to player ships because they self-scrap the moment they would enter the AI system.  Of course, the disadvantage is if a Tractor Platform pulls 100 ships through a worm hole, I could lose 100 ships instantly in a situation were I could have fought them free without triggering anything.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
So, since some of these are very non-specific (especially the top two), where are you going to be pulling ideas to make this concrete?
Mantis suggestions? A new thread? A new thread where we can nominate ideas and/or mantis suggestions?
Actually there's already been a thread over the past couple days on the ingress thing that's generated a couple things I think will work, and I already have an idea for the threatball thing.

Wait, what thread?
If I had know about it, I would of shamelessly linked some mantis issue about this topic on it. ;)

EDIT:
I'm assuming you have seen the mantis issues suggesting changing the firepower cutoff ratios, have threat randomly attack anyways, finding a new planet to attack after a while, among many of mantis suggestions?
If not, I would be happy to link them. ;)
« Last Edit: October 04, 2012, 03:12:56 pm by TechSY730 »

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
So, since some of these are very non-specific (especially the top two), where are you going to be pulling ideas to make this concrete?
Mantis suggestions? A new thread? A new thread where we can nominate ideas and/or mantis suggestions?
Actually there's already been a thread over the past couple days on the ingress thing that's generated a couple things I think will work, and I already have an idea for the threatball thing.

Wait, what thread?
If I had know about it, I would of shamelessly linked some mantis issue about this topic on it. ;)

EDIT:
I'm assuming you have seen the mantis issues suggesting changing the firepower cutoff ratios, have threat randomly attack anyways, finding a new planet to attack after a while, among many of mantis suggestions?
If not, I would be happy to link them. ;)

Wave Size and Timing based on Points of Ingress

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
So, since some of these are very non-specific (especially the top two), where are you going to be pulling ideas to make this concrete?
Mantis suggestions? A new thread? A new thread where we can nominate ideas and/or mantis suggestions?
Actually there's already been a thread over the past couple days on the ingress thing that's generated a couple things I think will work, and I already have an idea for the threatball thing.

Wait, what thread?
If I had know about it, I would of shamelessly linked some mantis issue about this topic on it. ;)

EDIT:
I'm assuming you have seen the mantis issues suggesting changing the firepower cutoff ratios, have threat randomly attack anyways, finding a new planet to attack after a while, among many of mantis suggestions?
If not, I would be happy to link them. ;)

Wave Size and Timing based on Points of Ingress

So far, that seems to be mostly about waves. I'm talking about free threat that is already outside of a player controlled system.

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
The ingress thread linked is for the "Balance: Making multiple-ingress-points (including sattelite worlds) not so much less viable than singe-chokepoint".  There isn't a recent thread on threat blobs for the "Mechanics: make threatballs do something else if they don't attack after a while" issue. 

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
So, since some of these are very non-specific (especially the top two), where are you going to be pulling ideas to make this concrete?
Mantis suggestions? A new thread? A new thread where we can nominate ideas and/or mantis suggestions?
Actually there's already been a thread over the past couple days on the ingress thing that's generated a couple things I think will work, and I already have an idea for the threatball thing.

Wait, what thread?
If I had know about it, I would of shamelessly linked some mantis issue about this topic on it. ;)

EDIT:
I'm assuming you have seen the mantis issues suggesting changing the firepower cutoff ratios, have threat randomly attack anyways, finding a new planet to attack after a while, among many of mantis suggestions?
If not, I would be happy to link them. ;)

Actually, I will go ahead and post the "psuedo parent" issue, so you can see the related issues all in one place:
http://www.arcengames.com/mantisbt/view.php?id=9465

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
There's probably one on a mantis issue somewhere if I took the time to look but I'm trying to stay in the code: any saves out there with big threatballs lying around that could be doing something more useful?
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!