Author Topic: thoughts on marauders, resistance fighters, and roaming enclaves  (Read 3093 times)

Offline laughingman

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I've spent about twenty hours this week playing games with all these three factions on. I wanted to see how they work together, and whether they combined to make the game fun or frustrating. I've played with them all at intensities of 6 and 8, in different games. What follows are my observations and suggestions about them. I played at 7.6 difficulty for each AI, and AIP in mid to late games was 100-150. I'm not sure how each faction is affected by those factors, but I include them nonetheless.

The short answer is: these are very fun to mix together. You should try it. :)

I think Marauders are in a very good spot right now. At intensity 6, they show up every half hour or so, or when I'm being overwhelmed by, or overwhelming, the AI. They are truly equal-opportunity bandits: they'll happily wipe out AI forces as long as I don't engage them, and just as happily turn on me once they're done. They never allowed me to rest for long, and forced me to have at least a light defense on all of my planets.

At intensity 8, it seems like the only thing that changed was the frequency of attacks. I had to deal with them on average every 15-20 minutes. They still came in small groups of 40 or less, and caused the same kind of havoc that they would have, had I set them to 4 or 6. The only change I would suggest is that they come in larger groups on higher intensities, although this may make it frustrating rather than fun.

Resistance Fighters are hard to evaluate at the different intensities, because I could not figure out what made them decide to show up. In one game at intensity 8, I think I saw about 15 total, while in another at intensity 6, at least 50 over the same amount of game time. They seem to be the most random of the three factions I tried out. I would really like to know more about how they decide to help you: is it completely random, or do they come when you are suffering heavy losses? Are they more likely to come when you are further away from your own territory?

The Roaming Enclaves I tried mostly at intensity 6, and don't have much experience with them at 8. These are a lot of fun to have in my games. The hostile ones came about as often as the Marauders, and sometimes both would show up within moments of each other. In the early game, I needed to keep a small fleet in reserve to defend against these, but near mid-game I had sufficient defenses on each planet to hold most attacks at bay.

The Friendly Enclaves are a great help offensively and defensively. By default, they tend to cluster on your homeworld and not do much unless something attacks it. By the time they respond to a threat on a bordering world, I've usually dealt with it already. If you use the chat commands to disallow that, they become much more effective at defense. In fact, the chat commands allow a great degree of flexibility in how you use that fleet. I would like to see those implemented into other friendly factions like Resistance Fighters.

The fleet can get impressively large, too. After 9 hours in one game, I had 36 Friendly Enclaves ready to defend my planets, assist my attacks, or act independently. I would like to see something similar happen with the Hostile Enclaves in order to balance this. I rarely saw more than one of them attack my planets, and never more than two. If they could be made to cluster into fleets like the Friendly Enclaves do, that would make for more interesting, and frightening, scenarios.

I'm continually impressed with how much depth there is to this game, and how much effort goes into supporting it.

Offline TIE Viper

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Re: thoughts on marauders, resistance fighters, and roaming enclaves
« Reply #1 on: April 06, 2013, 02:49:18 pm »
Yeah, given how the friendly enclaves build up over time, I think it would be fun if the enemy ones did a little bit too.  Only defending against one or two all the time gets a little 'meh' towards the latter parts of the game.
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Offline Vyndicu

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Re: thoughts on marauders, resistance fighters, and roaming enclaves
« Reply #2 on: April 06, 2013, 03:06:36 pm »
Friendly Enclaves can be only in one place at any given moment. So if the AI is attacking in more than one place, easy to accomplish on a crosshatch map, then friendly enclave will be kind of meh. On a snake map the opposite is true since it is easy to create only one wormhole or frontline leading into your empire.

Offline Wingflier

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Re: thoughts on marauders, resistance fighters, and roaming enclaves
« Reply #3 on: April 06, 2013, 03:08:38 pm »
Yeah, given how the friendly enclaves build up over time, I think it would be fun if the enemy ones did a little bit too.  Only defending against one or two all the time gets a little 'meh' towards the latter parts of the game.
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The fleet can get impressively large, too. After 9 hours in one game, I had 36 Friendly Enclaves ready to defend my planets, assist my attacks, or act independently. I would like to see something similar happen with the Hostile Enclaves in order to balance this. I rarely saw more than one of them attack my planets, and never more than two. If they could be made to cluster into fleets like the Friendly Enclaves do, that would make for more interesting, and frightening, scenarios.
Agreed, friendly enclaves begin to have much more of an impact on the game that the enemy ones over time.

It would be nice if as your friendly enclaves began to stack, the enemy enclaves began to become more powerful in some way too. Once you had like 20 Allied Enclaves, the Enemy Enclaves would become so powerful that it could become game-ending.

At that point you should add a new command that makes a chosen amount of your Allied Enclaves go on a suicide mission to a chosen planet or an AI Homeworld. SUICIDE SQUAD, ATTACKKK!!!!!!!!

*Dramatic Music Plays*

(It should be known that I'm being completely serious).

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Friendly Enclaves can be only in one place at any given moment. So if the AI is attacking in more than one place, easy to accomplish on a crosshatch map, then friendly enclave will be kind of meh. On a snake map the opposite is true since it is easy to create only one wormhole or frontline leading into your empire.
Yes but remember, Allied Enclaves can also be order to assist on attacks. I've actually had them help me attack an AI Homeworld once. They followed my force around the entire time and made a pretty big difference.

Also, even if the Allied Enclaves never left your Homeworld, they would still probably be more useful than the Enemy Enclaves. This is because you can't lose the game without losing your Homeworld, so as long as they are stockpiling a huge swarm of Neinzul to defend it, that's a pretty huge advantage.
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Offline laughingman

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Re: thoughts on marauders, resistance fighters, and roaming enclaves
« Reply #4 on: April 06, 2013, 03:45:07 pm »
I only play realistic maps, so I can't really speak to Vyndicu's comments. I like the fact that they stick together as a fleet, though. It's somehow appropriate to me. They may be allied to you, but they are an alien race. They probably don't trust you, and figure there is safety in numbers. :)

Wingflier, I think you've hit on a couple of important points. The Enclaves are extremely useful on attack. They don't always show up when you want them to, but when they do they hit hard. I can see that becoming a problem in some scenarios (attacking a nuclear eye, for example), but otherwise they're almost always a net positive.

I'm having a hard time thinking of what could seriously threaten my homeworld now that over 30 Enclave Starships are parked there. A cap on how many of them show up (maybe related to how many planets you hold?) could reduce their effectiveness. I also think they should be drawn to attack the hostile enclaves over most if not all other priorities. That would make them a little more interesting and unpredictable. What if the fleet was helping you attack a difficult world, then deserted you to chase after two hostile enclaves, alerting other planets and drawing even more AI forces into the battle?

It would also be interesting to see the hostile enclaves coordinate better with the AI. I don't know how easy that would be to program, but if they took into account CPA, wave, and exo-wave timing and massed their forces to take advantage of that...it would make for some hectic scenarios.

Offline Oralordos

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Re: thoughts on marauders, resistance fighters, and roaming enclaves
« Reply #5 on: April 06, 2013, 04:07:35 pm »
There is a cap on the allied enclaves. It's related to how many worlds are not controlled by the AI. So neutral worlds count towards the cap.

Offline Wingflier

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Re: thoughts on marauders, resistance fighters, and roaming enclaves
« Reply #6 on: April 06, 2013, 04:22:35 pm »
Well like I said, I don't mind the Enclaves stacking, but once you get 8 or more on your Homeworld, like laughingman said, you become nearly impervious to attack.

Enemy Enclave attacks on your outer worlds every now and then pales in comparison to this advantage.

I already gave my personal solution, which is to ramp up Enemy Enclave aggression the more you have stocked up, until which point you can send some of your reserve Enclaves to an all-out attack on a well-defended enemy planet (pretty bad ass idea in my opinion).
« Last Edit: April 07, 2013, 05:53:24 am by Wingflier »
"Inner peace is the void of expectation. It is the absence of our shared desperation to feel a certain way."

Offline TIE Viper

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Re: thoughts on marauders, resistance fighters, and roaming enclaves
« Reply #7 on: April 07, 2013, 01:57:19 am »
A couple of thoughts:

The enclaves, after getting to around 8 or more split off into groups of about 3 or 4 etc. sometimes, as well as one big fleet to go attack things assuming attack independently is on.   As their numbers increase, one or two small groups could defend your home planet while a one or two of the groups tag along with your fleet on an attack, and the remaining few groups could attack your enemy's border systems.  That way, the enclaves' affect would be a bit more spread out rather than all one big group all the time.  Although one big group is ok sometimes too.

The friendly ones can change things very drastically.  It would be good if there was an option like Wingflier said where some of the enclaves would decide (or be told) to attack or maybe some could feel like leaving cuz it was getting crowded with too many other friendly enclaves...

Do we still have the enemy to everyone enclaves?  I can't remember.  If the friendly enclaves numbers get too high they could go to war with some enemy to everyone enclaves.  The enemy to all ones could spawn in a relatively largish group and start wreaking havok on either side or both and a significant chunk of the friendly ones could leave to go fight them.  The idea is that those two groups would kill each other off.  I think the enemy to everyone enclaves' group would have to be larger given all the other non-enclave stuff that is going to end up shooting them.
May the Force be with you.

And the Triforce too.  :D