Author Topic: A new damage model for the AI  (Read 2032 times)

Offline jordot42

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A new damage model for the AI
« on: July 14, 2012, 02:02:05 pm »
I don't know if someone's already mentioned this idea, but here goes.

Instead of the typical damage model of each ship doing x damage to a target and the target blows up after taking y points of damage, how about the target being destroyed after being hit z times?

Here's what I mean:  Let's say you have your 2,500 ship blob fire upon a base using the new damage model.  The base can take 25,000 hits before going down.  It doesn't matter how much damage each of your ships do (or is it does?),  what damages the base is how many hits it takes.  So with the example case, your blob will have to hit the base with 10 volleys to destroy it.


Offline Mánagarmr

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Re: A new damage model for the AI
« Reply #1 on: July 14, 2012, 02:07:34 pm »
Ehm not to be a jerk or anything, but what would this improve over the current model? It also completely invalidates huge-hitters such as the Artillery Golem and Penetrators.
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Offline Wanderer

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Re: A new damage model for the AI
« Reply #2 on: July 14, 2012, 02:09:03 pm »
I don't know if someone's already mentioned this idea, but here goes.

Instead of the typical damage model of each ship doing x damage to a target and the target blows up after taking y points of damage, how about the target being destroyed after being hit z times?

Here's what I mean:  Let's say you have your 2,500 ship blob fire upon a base using the new damage model.  The base can take 25,000 hits before going down.  It doesn't matter how much damage each of your ships do (or is it does?),  what damages the base is how many hits it takes.  So with the example case, your blob will have to hit the base with 10 volleys to destroy it.

Other than oversimplification, what's the purpose of this?  What does this change hope to achieve, other than removing variety?

One of the things damage does is balance high RoF ships and multi-shot ships, as well as low-cap ships (SSBs, for example).  It also helps to balance off damage vs. survivability, which is the case for starships.  It also creates the Rock/Paper/Scissors triangle of the base triangle ships, as without the damage multipliers, the triangle doesn't work.
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Offline jordot42

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Re: A new damage model for the AI
« Reply #3 on: July 14, 2012, 02:17:15 pm »
Ehm not to be a jerk or anything, but what would this improve over the current model? It also completely invalidates huge-hitters such as the Artillery Golem and Penetrators.
You're not being jerky, I'm just throwing the idea out there.  Plus maybe this can be used only on a single shiptype or 2.

One thing this damage model will do is add a new playstyle to the game.  In addition to getting super units to kill stuff, sometimes you'll have to just go in with sheer numbers.

Offline jordot42

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Re: A new damage model for the AI
« Reply #4 on: July 14, 2012, 02:19:21 pm »
Of course, this damage model wouldn't work too well on AI eye planets.

Offline Mánagarmr

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Re: A new damage model for the AI
« Reply #5 on: July 14, 2012, 02:29:02 pm »
Hmm, I see what you are saying, but you can solve this easily by just giving units craptons of HP. Such as AI Eyes and Golems to begin with. Some things require "blobbing", but generally, AI War is designed to discourage blobbing (release of guards if big enough presence, AI Eyes etc)
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Offline jordot42

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Re: A new damage model for the AI
« Reply #6 on: July 14, 2012, 02:45:44 pm »
...but generally, AI War is designed to discourage blobbing (release of guards if big enough presence, AI Eyes etc)
Good point, I forgot about that. 

Oh well, flush that idea down the toilet.   :)

Offline Mánagarmr

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Re: A new damage model for the AI
« Reply #7 on: July 14, 2012, 02:48:35 pm »
Not all ideas are good ideas, but some ideas that look crazy initially turn out to be awesome. But this particular one, I can't really see it fitting with the mechanics of the game. It would make the balance way out of whack.
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Offline Hearteater

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Re: A new damage model for the AI
« Reply #8 on: July 14, 2012, 05:36:15 pm »
I could see this is a separate defensive "shield" for some units, probably larger units.  Once the shield is down, damage gets applied normally.  Could be interesting and I don't think it would break auto-targeting.

Offline chemical_art

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Re: A new damage model for the AI
« Reply #9 on: July 14, 2012, 08:04:55 pm »
Arcen has managed to do the paradoxical job of both discouraging blobing and allowing certain units to excel at blobbing.

(I'm looking at you, younglings, autobombs, and drones, whom I always need moar of)

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