Author Topic: Suggestions  (Read 60504 times)

Offline Haagenti

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Re: Suggestions
« Reply #165 on: July 29, 2009, 04:33:22 am »

Long Distance Travel

As an additional suggestion for long distance travel (http://arcengames.com/forums/index.php/topic,355.0.html is best suited for forming beachheads), I propose long-distance jumping with a 5-10 minute cooldown and a 1 or 2 minute preparation time.  This would allow convenience or emergency jumps of whole fleets from one planet to another.  Both planets must be occupied by the human team.

Very cool.  I added this to the future expansions list:  http://arcengames.com/forums/index.php/topic,514.0.html  We need to come up with a cool name for that. :)

My current "Gypsy" strategy:
- you create a safe haven of 5 or so planets that is easy to defend (you can stuff enough energy on 5 planets for a sizable fleet).
- you then strike out with a large fleet and build a 1 planet Island deep into enemy territory (bring a lot of colony ships just to be safe), preferably on an Advanced Research Station Planet
- from this Island, make raids for more ARSs and Data Centers, make knowledge raids, and scout even deeper
- once I'm done in a region, create another Island somewhere else to repeat this, destroying the old Island. This significantly cuts down on defense requirements (and eventually re-pacifies the AI near the old Island)

So my fleet is now running through the Galaxy like a band of Gypsies, instead of conquering. This keeps the AI Activity level down considerably and that makes the game easier. Being allowed to "teleport" from Island to Island to Home would make this very easy.

The point I'm trying to make: the emergency jump should only be allowable if:
- there is a string of controlled planets between the two points
- there are no permanent minefield in that string

Otherwise, a severe penalty should be exacted, like each ship has only a 80% probability of surviving the trip.
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Offline eRe4s3r

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Re: Suggestions
« Reply #166 on: July 29, 2009, 06:02:04 am »
Lo, as a new player (and now proud owner! (via Impulse)) of AI War i so far am in awe at all the ship types and complexities of the AI (My first game at dif 6 has me for the first time witness an really bad-ass ai interaction (Starship Bomber + Counter Spies) (I Love AI WAR ;P)

So far i only have 1 real suggestion all relating to what the ai does (or does not)

- The AI needs to get a strategy class and finally start decent invasions of frontline planets, ESPECIALLY when you destroyed all gates in a 3 hop radius, using assets from defense fleets (and really using them aka, removed from those planets). And heres the knacker, these invasions, they need to be super friggin bad ass events. Have the ai use EMP missile attacks and jump in after detonation with 500+ Ships with the clear goal to dig in - let the AI have mobile invasion builders or a "core mother ship" which can plant new command center and defenses in a radius around it.

- And 2ndly, the AI needs to be taught what a beachhead is, and use it properly. Even if you manage to beat the invasion in time with your big fleet. The AI should get the ability to reinforce from nearby hops unless you manage to destroy the "Warp-Hook" that prevents you from using that warp hole yourself. So the AI basically should

1 - Start Invasions with the chance of it happening at ANY planet that is connected with up to 3 hops to a ai planet (But not "skip" player owned planets) so always limited to frontline worlds
2 - If they fail, dig in (maybe have invasion fortresses for that?)
3 - Blockade that warp hole until you fight back
4 - Constantly be allowed to have reinforcements jump in from up to 3 hops away - 5 minute counter each time, every time up to 3% of all defense fleets in a 3 hop radius until defense fleets have been weakened to about 50% of previous strength (that should be a pretty big wave every 5 minutes ,p)
5 - failed invasions by the AI gives YOU the ability to counter invade because reinforcements everywhere are now much lower.

Before you say this is not cool, i want to emphasize something, so far (dif 6) i have not seen the need ever to use a missile, an invasion of that magnitude would warrant a nuke, and finally give a reason to actually use them (And full sized mine fields) without caring for the tiny increase in progression (if you destroy the gates all around you, you don't care about the waves or progression anyway)

As anyone who has fought dif 6 probably agrees, once you are up and running the first cause of action is snipe the AV factories and labs, and knowledge raid. The reason you can do that is that there is no real threat by the AI once gates are gone. So what if waves and reinforcements have tech 3 now.. you'll only ever see it happening when you slack of at one planet that you just capped with your 2000 ship fleet (and 200~ MKIV's) - What the AI needs to do is fight back with a super sized invasion. One that *can* match your 2000 ships easily if you expand too fast without capping all the planets around you. (or if you have 5 IV planets in a 3 hop range ,p)

The reason i am making this suggestion, is that there is no incentive to FORCE the player to colonize planets continously (and give the ai the ability to recap those frontline worlds and maybe even rebuild , but this time a IV World.

The AI is atm like a block of cheese - every time the player takes a world - the cheese becomes smaller without ever growing back. - What i am missing from this otherwise extremely interesting ai is an actually ability to rebound and kick my arse not just with the waves but with full sized (non-regular) invasions the kind the player does with his 2000 ship fleet

Aye ;) (Weird first post, i know ;p)

Edit: I just noticed the Pre-Release Patches (i didn't realize one can download those ;p) But the cross planet attacks are not the same as my suggestion, what i mean is a actual invasion with the AI GOAL to capture and build up a frontline Core World

Well, curious what the opinions about that are - probably the first thing coming is "play at dif 10 ,p"
« Last Edit: July 29, 2009, 06:26:38 am by eRe4s3r »
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Offline Haagenti

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Re: Suggestions
« Reply #167 on: July 29, 2009, 07:07:40 am »
Play at 10  ;D

(First!)

More seriously: any results of playing at lower than 7 are not representative for the game. 7 is the benchmark. And if you have a grasp of strategy and know the UI, play at AI-8 and try to win. The start at AI-8 is only slightly harder as it is for AI-6 and 7, so it seems more of the same. 

But the middle game (where you are at) becomes much more fun. AI-8 amasses ships at a fast rate. And in version 1.10, once a planet amasses 3000 ships, it will launch a big raid on you (1000+ ships). It will take a few hours to do so, but it will do so. And then the raids will keep coming until you do something about them. And if you do something about them, the AI Progress will go up, so all other planets fill up even faster, and the normal raids also grow in size. No it will not retake planets. (it may well happen soon: this game gets new functionality every day and usually twice)
« Last Edit: July 29, 2009, 07:46:00 am by Haagenti »
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Offline eRe4s3r

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Re: Suggestions
« Reply #168 on: July 29, 2009, 07:21:49 am »
Wow you are right - 7 is middle ;/ I will restart at that then
Nevermind me ! ;p I am still noob (and yes, i did finish it, i just steam rolled through till i found the core worlds, it was 50 planets though)

But aside that... i also take my suggestion back... the ai with crossover attacks is PWNING now. Finally a reason to lock down all planets tightly

As you may notice, i hadn't seen the patches .. i forgot to check ,p), i installed 1.11i and the game vs the ai is COMPLETELY different from before, in a sector where i thought it safe there are now over 50 starships (raid and bomber MKIV) and over 1000 Ships just 1 hop from my homeworld (there were a lot of IV planets in that direction ,p)

So please excuse my erratic suggestion, i had not realized the cross over attacks and different planet cap rules have SUCH a massive effect. Also for the first time the AI is using teleporting stations (in frontier worlds i had warp jammers) so this changes everything ;)

Man, the patches for this game are great ;p Again, sorry for that (But i still think invasions to spread AI worlds should exist, unrelated to the new crossover attacks

- I will now play at 7 with 1.11i which should probably be some serious challenge after all ^^
« Last Edit: July 29, 2009, 07:31:10 am by eRe4s3r »
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Offline Haagenti

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Re: Suggestions
« Reply #169 on: July 29, 2009, 07:48:35 am »
Ah...that explains everything: old version on training wheels.

Man, the patches for this game are great ;p Again, sorry for that (But i still think invasions to spread AI worlds should exist, unrelated to the new crossover attacks

About invasions: who knows what 1.11 final or 1.12 will bring?

To bring it back to the thread subject: Note to X: if it doesn't already say so at the Game Setup Screen, make it more clear that AI-7 is the "regular" level.

Something like:

1: Member of Congress
2: Completely trivial
3: Trivial
4: Very Easy
5: Easy
6: Less Easy
7: Regular
8: Hard
9: Very Hard
10: Apocalypse Now

when choosing AI.

Alternatively, you may want to consider removing a few of the levels below 7 (say 2, 3 and 5), and adding more levels between 7 and 10 (say 7.3, 7.6 and 8.5) as I'd prefer having a few more "hard" levels over 6 levels of training wheels.
« Last Edit: July 29, 2009, 08:14:06 am by Haagenti »
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Offline Revenantus

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Re: Suggestions
« Reply #170 on: July 29, 2009, 08:22:47 am »
Hi, eRe4s3r.
 
Welcome to the forum! Glad to hear you're enjoying AI War.

Good luck against the AI on difficulty 7, defeating it on an 80 planet map can be quite tough, and very rewarding.

I'm certain that you'll have no trouble finding new challenges in AI War for a long time yet. I've been playing a while and still have vast numbers of AI Type, Modifier, Difficulty, and Map Type combinations to try.

Alternatively, you may want to consider removing a few of the levels below 7 (say 2, 3 and 5), and adding more levels between 7 and 10 (say 7.3, 7.6 and 8.5) as I'd prefer having a few more "hard" levels over 6 levels of training wheels.

What about replacing the difficulty level selector with a slider with increments of 0.1? I'll add it to the suggestions section for X to find.

Offline Haagenti

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Re: Suggestions
« Reply #171 on: July 29, 2009, 09:07:56 am »
A slider would certainly do. I'm not sure how AIs over 7 are structured, but perhaps they are just a few parameters like:
- Replenishment Rates at Planets
- Size of Raids
- Frequency of Raids
and in that case, it might be preferable to give the player separate control over these parameters (in some kind of Advanced Setup Screen).
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Offline x4000

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Re: Suggestions
« Reply #172 on: July 29, 2009, 09:19:11 am »

Select Control Group In Another System

The game does not support selecting ships at a planet you are not at, and I don't have any plans to change that.  It would let you then cross-planet attack orders, etc, which would not be evaluated right by the engine, anyway -- it's meant to be very separate between the various planets in that regard.


I guess this is a situation where turn-based strategy-friendly pause will come in handy then.  It was really only needed to call another control group of back-up ships to the current location -- a movement order -- without having to leave the micro-managed battle.

See, that's exactly the situation I don't want to be over-easy. :)  Calling in reinforcements from a star system half a galaxy away isn't meant to be quite that simple.

I have no problem rebuilding the things I can closer to the front lines.  As we gain more territory, we tend to move our constructors anyway.  Unfortunately, we can't move the Advanced Factories, so we spend most of our game waiting for reinforcements to arrive at the front lines.  At this point, it takes roughly 30-45 minutes just waiting for reinforcements to arrive from the advanced factories.  While we're waiting for our 100 Mark IV ships, the AI increases its ship count by two to three thousand.  Of course, the long distance jumping idea below would solve this problem.  Defense was never an issue, it's the waiting an hour for reinforcements that kills us.

I see.  Well, often there are other advanced factories closer in that you can capture for a more speedy construction.  But that's part of the thing with the Mark IV ships -- they are limited in number, they are expensive and rare (based on only being built at advanced factories), and they are inconvenient to replace.  That makes them powerful, but something to be conserved and not idly thrown away.  Most situations can be overcome with primarily Mark III and below ships, so it shouldn't be the case that you have to sit around waiting for the Mark IV ones.  They are scarce on purpose.
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Offline x4000

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Re: Suggestions
« Reply #173 on: July 29, 2009, 09:56:01 am »
But aside that... i also take my suggestion back... the ai with crossover attacks is PWNING now. Finally a reason to lock down all planets tightly

Glad you like it! :)  And welcome to the forums, thanks for posting.

Man, the patches for this game are great ;p Again, sorry for that (But i still think invasions to spread AI worlds should exist, unrelated to the new crossover attacks

Also glad the patches are a hit. There is a good topic for future DLC about AI repopulation of planets, too:  http://arcengames.com/forums/index.php/topic,459.0.html  So that should be coming in a future release, but it depends on demand for the feature as to how soon it comes versus other requested features.

- I will now play at 7 with 1.11i which should probably be some serious challenge after all ^^

Yeah, the 6 is really a pushover compared to 7s!
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Offline x4000

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Re: Suggestions
« Reply #174 on: July 29, 2009, 09:59:01 am »
To bring it back to the thread subject: Note to X: if it doesn't already say so at the Game Setup Screen, make it more clear that AI-7 is the "regular" level.

Something like:

1: Member of Congress
2: Completely trivial
3: Trivial
4: Very Easy
5: Easy
6: Less Easy
7: Regular
8: Hard
9: Very Hard
10: Apocalypse Now

when choosing AI.

Yeah, in the tooltip is says that 7 is the default, but some people are bound to miss that.  I like your descriptions, and I've added those to the 1.011J release.  Only difference is that 1 is Sandbox, 2 is Very Trivial, 7 is Normal, and 10 is Doom.  Had to shorten some of that to get it to fit in the dropdown.

Alternatively, you may want to consider removing a few of the levels below 7 (say 2, 3 and 5), and adding more levels between 7 and 10 (say 7.3, 7.6 and 8.5) as I'd prefer having a few more "hard" levels over 6 levels of training wheels.

I think having a large variety of very easy levels is good, because it helps a lot for players new to RTS in general.  However, I think the idea of partial levels is a good one.  I'll comment more over here:  http://arcengames.com/forums/index.php?topic=520.new#new
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Offline Haagenti

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Re: Suggestions
« Reply #175 on: July 29, 2009, 11:15:59 am »
I like your descriptions, and I've added those to the 1.011J release.  Only difference is that 1 is Sandbox. , 2 is Very Trivial, 7 is Normal, and 10 is Doom.  Had to shorten some of that to get it to fit in the dropdown.


Awww.....I really liked Member of Congress.

I think having a large variety of very easy levels is good, because it helps a lot for players new to RTS in general.

Now I don't want to rain on your parade, but I don't think that this game is very suitable to draw new players:
- It's complex (I know no other game with a multi-hour tutorial)
- It takes an ungodly amount of time to play even a small game
- It doesn't have "scenarios": all you get is a screen with a lot of parameters which you can set, and then you need to invest a few hours playtime to see if the combination of parameters that you chose is actually any good.
- The art is "functional"
- It takes time to get used to the controls (the zooming and planet-switching is confusing)

I'm a veteran (I think my first real computer strategy game was Lords of Midnight) and I've played "paper" wargames before that, including Campaign for North Africa (now THAT is a complex game), so I really like this game: strong AI, slow-paced, strategy over clicking, content over looks, and I'm willing to look through this forum to find a good set of settings.

What I particularly like is the fact that when I manage to screw the AI, I can put it on the forum, and the very next day it won't work anymore (the only reason I got a few days into my AI-10 game was because you were away for a week), so from my point of view the game actually learns from its mistakes.

But I cannot imagine people new to RTS spending any time on this game. Newbies will go for Age of Empires III or Red Alert CLXVIII every time.
« Last Edit: July 29, 2009, 11:21:47 am by x4000 »
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Offline x4000

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Re: Suggestions
« Reply #176 on: July 29, 2009, 11:21:23 am »
I like your descriptions, and I've added those to the 1.011J release.  Only difference is that 1 is Sandbox. , 2 is Very Trivial, 7 is Normal, and 10 is Doom.  Had to shorten some of that to get it to fit in the dropdown.


Awww.....I really liked Member of Congress.

I did too, but I have to work with the space I have available. :)

I think having a large variety of very easy levels is good, because it helps a lot for players new to RTS in general.

Now I don't want to rain on your parade, but I don't think that this game is very suitable to draw new players:
- It's complex (I know no other game with a multi-hour tutorial)
- It takes an ungodly amount of time to play even a small game
- It doesn't have "scenarios": all you get is a screen with a lot of parameters which you can set, and then you need to invest a few hours playtime to see if the combination of parameters that you chose is actually any good.
- The art is "functional"
- It takes time to get used to the controls (the zooming and planet-switching is confusing)

I'm a veteran (I think my first real computer strategy game was Lords of Midnight) and I've played "paper" wargames before that, including Campaign for North Africa (now THAT is a complex game), so I really like this game: strong AI, slow-paced, strategy over clicking, content over looks, and I'm willing to look through this forum to find a good set of settings.

But I cannot imagine people new to RTS spending any time on this game. Newbies will go for Age of Empires III or Red Alert CLXVIII every time.

Well, this is true, but I've been converting a surprising number of TBS players.  And a number of people who played RTS games years ago, but haven't played any since Warcraft III or something.  I also don't view this game as a general first starting point for newbies, for most of the same reasons you mention, but there's still no reason to shun them.  If I make the game in a fashion that they can't play it, then they won't.  If I have lots of difficulty levels for them (which don't hurt anything for more advanced players), then there's a chance of getting a few customers that way.

What I particularly like is the fact that when I manage to screw the AI, I can put it on the forum, and the very next day it won't work anymore (the only reason I got a few days into my AI-10 game was because you were away for a week), so from my point of view the game actually learns from its mistakes.

Haha, yeah, I like that aspect, too.  I think this AI is going to just keep getting better and better as it goes, from that sort of cycle.  In a lot of ways, I almost think of myself as a "dungeon master" in that regard, it's kind of cool to pull those puppet strings. :)
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Offline eRe4s3r

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Re: Suggestions
« Reply #177 on: July 29, 2009, 01:00:45 pm »
The more the game is played the better the AI gets, if you keep improving it, at some point 10 will be unbeatable to any human, then the AI will take over the Internet and enslave us. And yes, i truly enjoy AI War - because its forcing me to rethink my tactics all the time. I am hardcore gamer though.. i don't even own Sins or GalCiv 2 because that is way too simplistic. I am a fan of Space Empires IV though ,p

By the way - thanks for clarifying the difficulty settings - even if it said 7 is "default" i didn't realize most features of the ai are disabled below 7 - I am now 2 hours in and find the game truly challenging, the cross attack fleets are really annoying and force me to decide very well where to fortify and where to actually give up because planets (5 wormholes) its just without hope to ever hold this decently. Only chance would be to push ahead to a chokepoint and fortify that... Mhh, found a use for the transport ship ;p (can it load missiles?;P)

Sorry if it goes OT ;/

I have some suggestions coming from that and some more ;p A lot more ^^

Is there any plan to have flying carriers (ships that can produce MK1 fighters/bombers/micro fighters or something) - Something that gives the ability to produce ships (slowly) at a MUCH higher cost, but still can keep up with a fleet, and can at a progression cost (+10?) replace mobile builders in the field.

Is it under consideration to give players the ability "build drag" minefields (either square or a circle) with optimal spread, and drag build lines of gun turrets (and generally all buildings) with minimal spacing as well?)

Also cool would be the ability to have build templates with which you can mass place defenses that you saved before ;)

Non-Planet systems (Nebulas/Asteroid Fields/Debris Fields) with native non AI lifeforms (Rouge Machines / Space monsters? Attacking both AI and Human ships with nests that, if attacked, spawn 500+ Enemies and if destroyed, reveal a random unique tech? If player fails to destroy maybe have them spread out to player systems adjacent? ;P

Ability for Research to affect Existing Ships (or subsets, per Mark level) - I've seen this discussed somewhere ...

Ability to Link factories together to a megafactory with X amount of manufaturing slots for the size of 1-3 factories but if destroyed HEAVY progression penalty, with modular upgrade possibility per each mega complex

Ability to Link Crystal and Metal Fabs together (gathering all the fabs in one complex) if destroyed, heavy progression penalty and massive explosion + Random amount of metal and crystal lost from storage - and have upgrade ability IN the complex for even more fab goodness ;p (And more penalty if destroyed)

Some form of combined arms platforms - Like a MK4 Defense Platform which combines all 3 basic defenses into one - costs 15 times as much for some serious defending (also should cost continuous resources) ability to upgrade EACH platform separately with advanced weapons (lasers/tractor beams/Negative Beam Weapons?)

Building idea's

Mk5 Tech's (Unified Galactic CnC)
Increases all unit caps by 50%
Costs 300k metal and 300k crystal and -150 continous of both to maintain, if destroyed AI learns this and has instead of 250 cap per Post 500 cap per post) - Also destruction should wipe the planet out (at least)

Worm Hole Rerouter
Costs 300k metal and 300k crystal to build and
Costs 300k metal, 300k Energy and 300k crystal to activate
Reroutes all Wormholes randomly (with 5 minute timer where warp travel is impossible)

Ok, thats all ;)
« Last Edit: July 29, 2009, 01:02:33 pm by eRe4s3r »
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Offline Revenantus

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Re: Suggestions
« Reply #178 on: July 29, 2009, 01:31:54 pm »
The more the game is played the better the AI gets, if you keep improving it, at some point 10 will be unbeatable to any human, then the AI will take over the Internet and enslave us.

I think many of us have nightmares about this event. :)

By the way - thanks for clarifying the difficulty settings - even if it said 7 is "default" i didn't realize most features of the ai are disabled below 7 - I am now 2 hours in and find the game truly challenging, the cross attack fleets are really annoying and force me to decide very well where to fortify and where to actually give up because planets (5 wormholes) its just without hope to ever hold this decently. Only chance would be to push ahead to a chokepoint and fortify that...

When planning your expansion through the galaxy it's important to consider how many fronts you will have to defend. As you say, forming choke points where possible is a good tactic.

You can also use a tactic called Gate Raiding, which involves sending a group of ships, usually fighters and/or bombers to an adjacent AI system to destroy the AI's warp gate. This will raise the AI progress level, but prevent the AI from warping ships into your system using the associated wormhole. Please read this.

You can also invest Knowledge in the turret, forcefield, and minelaying technologies, which will raise the strength of your defenses.

Mhh, found a use for the transport ship ;p (can it load missiles?;P)

Unfortunately the transport can't load missiles, no. Armored Missiles have a significant amount of health and are effective at penetrating through heavy AI defenses however.

Is there any plan to have flying carriers (ships that can produce MK1 fighters/bombers/micro fighters or something) - Something that gives the ability to produce ships (slowly) at a MUCH higher cost, but still can keep up with a fleet, and can at a progression cost (+10?) replace mobile builders in the field.

This idea is already under consideration for future DLC in the form of "Carrier" type ships.

Is it under consideration to give players the ability "build drag" minefields (either square or a circle) with optimal spread, and drag build lines of gun turrets (and generally all buildings) with minimal spacing as well?)

This is an interesting idea, I'll add it to the suggestions section. You can also post your suggestions there yourself directly if you wish, one per topic is the preferred format.

Also cool would be the ability to have build templates with which you can mass place defenses that you saved before ;)

Non-Planet systems (Nebulas/Asteroid Fields/Debris Fields) with native non AI lifeforms (Rouge Machines / Space monsters? Attacking both AI and Human ships with nests that, if attacked, spawn 500+ Enemies and if destroyed, reveal a random unique tech? If player fails to destroy maybe have them spread out to player systems adjacent? ;P

Ability for Research to affect Existing Ships (or subsets, per Mark level) - I've seen this discussed somewhere ...

These ideas are also under consideration.

Ability to Link factories together to a megafactory with X amount of manufaturing slots for the size of 1-3 factories but if destroyed HEAVY progression penalty, with modular upgrade possibility per each mega complex

Ability to Link Crystal and Metal Fabs together (gathering all the fabs in one complex) if destroyed, heavy progression penalty and massive explosion + Random amount of metal and crystal lost from storage - and have upgrade ability IN the complex for even more fab goodness ;p (And more penalty if destroyed)

Could you elaborate on these? I'm not sure precisely what you're aiming to achieve with them. Bear in mind it's already impossible to gather resources at a greater rate than it's possible to utilize them.

Some form of combined arms platforms - Like a MK4 Defense Platform which combines all 3 basic defenses into one - costs 15 times as much for some serious defending (also should cost continuous resources) ability to upgrade EACH platform separately with advanced weapons (lasers/tractor beams/Negative Beam Weapons?)

This is interesting, added to the suggestions section.

Mk5 Tech's (Unified Galactic CnC)
Increases all unit caps by 50%
Costs 300k metal and 300k crystal and -150 continous of both to maintain, if destroyed AI learns this and has instead of 250 cap per Post 500 cap per post) - Also destruction should wipe the planet out (at least)

A Logistics Command Station is being considered for future DLC which will raise the ship caps, though by a smaller amount than you suggested. Once those are implemented we could perhaps consider a more powerful version such as yours.

Worm Hole Rerouter
Costs 300k metal and 300k crystal to build and
Costs 300k metal, 300k Energy and 300k crystal to activate
Reroutes all Wormholes randomly (with 5 minute timer where warp travel is impossible)

A 'Wormhole Wizard' AI type that can do this is under consideration for future DLC, as are Artificial Wormhole Generators.

Thanks for those ideas, feel free to have a browse through the Future DLC section and add your thoughts to any topics in there.

« Last Edit: July 29, 2009, 01:35:56 pm by Revenantus »

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Re: Suggestions
« Reply #179 on: July 29, 2009, 01:58:23 pm »
Thanks, Rev.  You nailed it all, of course. :)
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