Arcen Forums

General Category => AI War II => AI War II - AI Discussion => Topic started by: Elestan on September 03, 2016, 01:05:48 AM

Title: Proposal: No Magic Moving (aka Warp Gates that Work)
Post by: Elestan on September 03, 2016, 01:05:48 AM
So, AIW Classic contains a few examples of one of my personal pet peeves:  AI Magic Moves.

This is when the AI gets to relocate or create units at arbitrary locations with no plausible in-world explanation.  The AI's production facilities are supposed to be in another galaxy, after all, so its ships should logically have to then travel through the exo-wormhole to get here.  I dislike Magic Moving not only because it breaks the verisimilitude of the game, but also because I'm trying to fight a guerrilla war, and Magic Moving denies me fun opportunities to interfere with the AI's logistics. 

Egregious examples of Magic Moving include:

Lesser but still bothersome examples include the way the AI sends reinforcements and waves without ever actually appearing to use a warp gate. 

So, I would propose the following changes:


TL;DR:  Make the AI move its units like they're actually objects in the game world.

With these changes, the game will feel a little bit more like I'm fighting a real strategic duel, instead of playing a game about fighting a strategic duel.
Title: Re: Proposal: No Magic Moving (aka Warp Gates that Work)
Post by: Pumpkin on September 03, 2016, 05:03:53 AM
I like that philosophy. But the proposals you make shake things I get used to, so I'm emotionally against, even if I rationally find that interesting.
Title: Re: Proposal: No Magic Moving (aka Warp Gates that Work)
Post by: PokerChen on September 03, 2016, 06:34:27 AM
A few modifications:

Reinforcements cannot be stopped by gate raiding, but the ships instead travel via the nearest warp gate so it takes longer to arrive. The warp gates mainly serves as short cuts throughout the galaxy.

Not sure how CPU intensive the additional travel is generally.