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AI War II / Re: Improving AI in-combat strategy
« Last post by BadgerBadger on Yesterday at 11:50:00 PM »
It's also thoroughly off topic for the discussion :-P
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AI War II / Re: Improving AI in-combat strategy
« Last post by Draco18s on Yesterday at 09:41:46 PM »
That's noted as being fixed in the next release, whenever it comes out.

Cool.
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AI War II / Re: Improving AI in-combat strategy
« Last post by RocketAssistedPuffin on Yesterday at 07:16:31 PM »
That's noted as being fixed in the next release, whenever it comes out.
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AI War II / Re: Improving AI in-combat strategy
« Last post by Draco18s on Yesterday at 07:00:08 PM »
This should not happen. There's nearly 2000 strength worth of Fortified Tesla Guardians, Plasma Guardians, and Concussion Guardians.

All they do is sit there. My entire fleet of 30 strength lasts about 15 seconds and can take out ONE stack, which the AI gets to rebuild in about 20 seconds (there are 3 instigators on that planet, THREE, two of which spawn 2.5% of a wave worth of units every 20 seconds). The planet is basically untouchable.

I was able to take out the AIP instigator and the command station (which, as it turns out, was irrelevant: the ships still sit there, the instigators still produce 2.5% of a wave every 20 seconds, and nothing's changed). But with that planet in on one side, a 116 strength nanocaust planet on the other (with 2 gravity guardians sitting on the wormhole) my only other option is to try and come around from the third (and last) wormhole I control.
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AI War II / Re: Thoughts on Guardians and Guard Posts?
« Last post by RocketAssistedPuffin on Yesterday at 11:38:45 AM »
I'm not sure how well I'd be able to actually make it be like Classic in this regard, what with the new stat system replacing hulls and immunities. I have a few ideas to...help with that possibly, mainly upping the gravity well size (which I did propose a while ago, but no one responded to it). That'd...give more room to move in, and spread the Guard Posts out (instead of coming in and being in range of everything at once).

Maybe Guardians having a few unlocked at the start and gaining more with AIP as Classic did would help, instead of having everyone available at once.

Might actually be beyond me in the end though - I'm not good at big pictures. Classic Veterans would be far better suited to this I think...I'm not quite there.
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AI War II / Re: [Feedback] Unit Selections
« Last post by Draco18s on Yesterday at 11:24:35 AM »
I know

I know you know. I was complaining about an additional thing.
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AI War II / Re: [Feedback] Unit Selections
« Last post by HeartHunter on Yesterday at 04:09:35 AM »
I know, but ships from time to time add AI planets in the routes, but i see, that ships trying ignore enemy planets.
If they dont must ignore enemy planets, better dont reassuring the Human.
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AI War II / Re: Thoughts on Guardians and Guard Posts?
« Last post by Draco18s on Yesterday at 01:16:35 AM »
If things are going to be "puzzlier" I want them to actually be puzzles. Stop dropping the counter-to-the-counter units around guard posts. Its not fun trying to Paper a Rock when the Rock is surrounded by flying Scissors.

("Well, bring your own Rocks" *Points to the dozens of Paper thirty feet away, ready to pounce*)

In my game I had to throw waves and waves and WAVES worth of ships through this one wormhole, because on the other side was a Widow Guardian and a Plasma Eye sitting on top of the wormhole. The only unit I had that was immune to tractors was the Vanguard units, of which I had all of 30, which were no match for the mobile forces in the area, much less the mobile forces, immobile forces, the widow guarding and the plasma eye.

Each attempt knocked about 100k health off the widow guardian's roughly 600k max. It was super annoying.
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AI War II / Thoughts on Guardians and Guard Posts?
« Last post by RocketAssistedPuffin on December 08, 2018, 07:07:02 PM »
These two things have been on my mind for a bit, and I feel like they're not really that great or interesting in their current state, though they are getting some buffs next update. Wondering what people think of them currently in general, and where they should go possibly.

Plopped a few specific questions below for provoking thought - anything is welcome.

Guardians

* Should these be like mini starships, or more numerous almost like the current version? Or both!

* Hyper specialised, or more generalist, with a bit of speciality?

* Possibly more of them on AI planets? Feels the starting amount of AI mobile defense on a planet is fairly low.

* Should Dire Guardians go up at all in power, as they're mostly irreplaceable? Should they even be on Mark 4 planets?

Guard Posts

* As these are irreplaceable, should they simply be far stronger? Almost like Starships?

* Should these have the "puzzle" of sorts from Classics version, i.e need to find the blindspots, use the right counters, etc.

* Should they have the same protection buff (immune to everything beyond their range) as Tesla Guardians? They had dampening in Classic.

* Dire Guard Posts on the AI Homeworld - anything on these?

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AI War II / Re: Improving AI in-combat strategy
« Last post by RocketAssistedPuffin on December 08, 2018, 05:28:39 PM »
Infiltrators (very similar to Instigator though)
Saboteurs
Subversers/Subverters (Eh, not a fan but throwing it in)
Vandals? (Not a fan either)
Interlopers
Invaders
Trespassers
Meddlers

I'll edit this for more...these are generally just throwing words I can think of into a website to get synonyms.

Other than names...is the old Strategic Reserve a possible thing? Large store of Mark 5 ships, deployed only on AI homeworlds at full strength (100%) and Super Terminal worlds (just 10%), replenished over time, is added back to budget if no hostiles left. It's not really essential, just inquiring.
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