- have some raids come in unannounced
How about on difficulty 7 and up all raids are unannounced, except those raids targeting systems in which you have an Advanced Warp Sensor. That would make that particular structure hugely more valuable.
Actually, the game used to work like this, but then everyone always just used the advanced warp sensor as their very first unlock. It made the advanced warp sensor required, and thus kind of a pointless knowledge tax. Hence why I went with the current system, which requires less micromanagement (checking destroyed advanced sensors and rebuilding if need be), etc. There's been some discussion on other threads about unannounced raids, and in general that's not something I want to do.
I've added this to my list for being an AI Modifier, basically exactly as you described it, though. For people who want to play in that style, I think it could be cool.
- occasional very big raids
I think His Xness was considering having the AI launch raiding parties from systems where the number of garrisoned ships had become too great. This would serve to create larger raids that would become increasingly likely as the game went on.
Yeah, that's on the list, hopefully for today, actually. We shall see.
- raids occasionally preceded by an AI missile
I like this idea, if the AI detects a valuable system with a large number of turrets defending the wormhole it could launch a lightning missile to destroy them before sending ships through. Perhaps it could also use scouts to detect dense clusters of space docks and/or generators and attempt to destroy those using missiles.
I'd also been thinking about a Harder AI type that periodically deploys nuclear missiles, there could be some clue as to where it is going to be launched from to give the player a chance to intercept it.
Could be... the main thing is that so far I've been treating missiles as a unique human ship, versus the core ships are the unique AI ships. I've added a topic for this
here if people want to discuss it more.
- changing raids: the AI could learn that if 7 successive assaults with parasites at system X won't work because my fighters are killing them, a change of strategy may be necessary: either raid a different system, or send bombers. Or that if n parasites fail, wait a while and send 2n parasites.
Agreed, it would be interesting if the AI 'learned' the locations/strengths of your defenses and responded appropriately.
I can add that to the analysis. Right now it is more randomized, since often surprise is a great asset and just because something didn't work once doesn't mean that it might not work the next time. I've added this to the future DLC list:
What if on higher difficulties the AI actually started to reconstruct the destroyed warp gates in systems it still controlled? Say 30 minutes reconstruction time. It would make the slightly bizarre, 'Destroy all but one warp gate', strategy a bit less viable.
I like this, but only as a potential AI modifier. Added to the future DLC list:
http://arcengames.com/forums/index.php/topic,441.0.html- Diversionary raids of only 1 ship, combined by e.g. 10 raids at the same time
Very cool, added to the future DLC list:
http://arcengames.com/forums/index.php/topic,442.0.html- raids that teleport directly into one of your system (perhaps to a cloaked mobile warpgate that slowly infiltrates your systems?)
I have some stuff along these lines (about AI deep penetration into your territory) planned for the first expansion. I doubt we'll see more of that until then.
- raids that will enter a system, kill the metal/crystal and then move on to another of your planets instead of bashing its head against a fleet waiting for it
Yes, this is a very good point. I once had retreat logic built into the game, but the AI has since evolved a lot and I took that out. I definitely need to add that back in. Added to the short-term list:
http://arcengames.com/forums/index.php/topic,443.0.html