General Category > AI War II

AI War II: Design Document Updates Round 3: Ship Bays and AI Reinforcements

<< < (2/6) > >>

x4000:

--- Quote from: Tridus on September 06, 2016, 10:50:50 am ---
--- Quote ---The destruction of certain kinds of buildings on the AI side, like perhaps supply trains or whatever else, could cause immediate drops of X amount of currency.
--- End quote ---

Hello Astro Trains! :D (Even more interesting if successfully completing a run gives the destination system a bonus or uses some of the currency there, making it very advantageous to reroute and sabtoage cargo cars on trains, rather than just ignoring them.)
--- End quote ---

That would be an awesome suggestion to note down in the astro trains section, actually!  The astro trains discussion last week was one of the things that helped spark the idea about reinforcement currency being more granular like this, too.  There were several discussions that people had about that, more ways to damage the AI in specific fashions, etc, that really led into this.


--- Quote from: Tridus on September 06, 2016, 10:50:50 am ---ATM, this sounds awesome to me. It replaces a fiddly thing (Barracks) with something cleaner, provides a performance boost by effectively not having to acknowledge all those idle ships exist outside of an Int32, and it'll probably look really cool when you wake the planet up and ships start pouring out of the bays, Hollywood alien mothership style.

Bonus points if the AI wakes up a whole whack of them at once to pool into a CPA.

--- End quote ---

I imagine that for CPAs we will do something along the lines of these, or have some sort of motherships or something that are used with ship bays on them so that they show up and it's attacking your planets rather than your framerate quite so much. ;)  I think we can make these visually look really cool, too, even just when they're parked there.

chemical_art:

--- Quote from: Tridus on September 06, 2016, 10:50:50 am ---
Bonus points if the AI wakes up a whole whack of them at once to pool into a CPA.

--- End quote ---

That is another cool tactical consideration. CPA's could summon ships from several worlds, and one could attempt to blunt a CPA by spawn camping one or more of the planets to get down on the forces before they rally together. It was already sort of possible in the past but this way provides a much cleaner and more visually pleasing manner.

This would also make the special reinforcements that core AI worlds get make a lot more sense visually. They don't just appear from the ether but rather come from the bays.

kasnavada:

--- Quote from: Tridus on September 06, 2016, 10:50:50 am ---it'll probably look really cool when you wake the planet up and ships start pouring out of the bays, Hollywood alien mothership style.
--- End quote ---
This is definitely adding to cool factor of the idea, and yes it's very feeling very close to the AI war solution. It's a clear upgrade to barracks / spawn mechanics. It could also replace / help with the "neinzul regen chamber" issues.

Actually, I'd add that some "grapes" could even become the old carriers. I feel like calling those grapes for some reason. There is possibly a ton of mechanics that could be spawned from it in the future.

chemical_art:

--- Quote from: kasnavada on September 06, 2016, 10:56:14 am ---
Actually, I'd add that some "grapes" could even become the old carriers. I feel like calling those grapes for some reason. There is possibly a ton of mechanics that could be spawned from it in the future.

--- End quote ---

I can imagine it being a grape in that when it is ripe (full) it falls off the vine and into the player's lap.
So with that idea, if a player pops the grape before it is ripe then all the ships get destroyed.

x4000:
Please note, regarding the reinforcements section I have made a number of changes there to be more accurate as to what is new versus what was in AI War Classic.  Turns out that some of what I was proposing (a lot of it actually) was already in AI War Classic thanks to a lot of work by Keith after I stepped away from the game, so that was easier. ;)

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version