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January 24th, 2004, 03:05 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by PsychoTechFreak:
[QB] quote: 100 mines in a sector is the default with AIC as it is in se4, a larger setting is possible.
However the AI has a daunting task constructing and placing 100 mines per field, can you imagine the AI needing to double that effort [[Wink]]
Yes the Human Player can load Mine Sweeper Components in total on Medium Transports, do you recommend this be restricted?
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No restrictions to the number of components, IMO. If you think a component is overpowered, just change it to a bigger size or more expensive.
Devnull has got 500 mines per sector; it is always a matter of balancing minesweeping ability and size of minefields. I do not use it often, it is just a kind of Last resort sometimes in the early game.
I don't know PTF. It seems like a whole lot of work building several minefeilds up to 500 to match the other players.
At 100 mines and at Space Empires 4 minesweeping ability of FIVE, will give the same result. Without all that work and micromanagement.
JLS, I would keep minefilds at the traditional 100 setting (IMHO)
I also like the AIC se4 traditional mines because they work against Human Players like Space Empires and they are cheep to buy in AIC and the mines work against all the enemy components on the ship not just a few or one. Against the AI, minefields will work early and buy enough time to prepare defenses, just like when we play against other human players
But if I start next to violent AIC ai race or a good AIC human player I know mines is only a delay and against some human players, se4 mines is a short delay at best
Quote:
If you think a component is overpowered, just change it to a bigger size or more expensive.
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PTF, will bigger organic or any se4 armor protect you from armor skiping weapons?
If Temporal or Cryslonite with early armor skiping weapons and they are full of unrestricted armor turn on you we are dead. Sure shields will help me but they will have shields and a whole lot of armor = they shoot I die - I shoot I bounce off all the armor they can fit and at 10kt that would be an awful lot
[ January 24, 2004, 15:26: Message edited by: QBrigid ]
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January 24th, 2004, 03:52 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
100 minefeilds = less work in a less important se4 area.
Minesweepers on transport = I agree with PTF we should restrict this.
The removal of armor = (Enhencements that se4 v1.84 gold upgrade offers) KEEP THEM (it offers balance potential)
Cobalt Warheads = GLV, I like the way AIC has this with no restrictions and I like that you can put them on transports.
Remote mining totals = What ever, as long as it is balanced
Do you want to see a few hundred or a few thousand added to the net minning totals?
[ January 24, 2004, 15:29: Message edited by: QBrigid ]
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January 24th, 2004, 04:05 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
I would like to see AIC reduceing the massive Enterprise hull plating to only one per ship. This is more realistic and give the organic race 6 armors for more of an edge as they should get.
PS: My claims are not just nitpicking
[ January 24, 2004, 15:17: Message edited by: QBrigid ]
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January 24th, 2004, 04:26 PM
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Corporal
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Re: AI Campaign => For a Challenging AI opponent
JLS is this why you removed Engine Damage intel from the intel and AIC Psychic Intel projects only for the AI Players and not Human Players.
How about other damage that effects AI ship production?
[ January 24, 2004, 15:22: Message edited by: QBrigid ]
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January 25th, 2004, 05:41 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Originally posted by QBrigid:
Quote:
JLS is this why you removed Engine Damage intel from the intel and AIC Psychic Intel projects only for the AI Players and not Human Players.
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Yes. This is no biggie that the an AI have or not have Ship Engine damage Intel, I just felt it was best for the AIC - AI Players (ONLY) not to ping each other.
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Quote:
How about other damage that effects AI ship production?
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Sure there is a lot of in-game towards AI ship productions.
The obvious is Combat and a lucky Intel Planet Space Yard or BSY hit.
But a few discrete and possibly unnoticed situations would be for example.
Aggressive warp points that may disable the AI and not destroy the Ships.
Same applies to a Black Hole center and/or other system ship damaging anomalies.
(I would recomend the ship be totally destroyed or lightly damage) In this way the AI Ship may return for repair or be replaced when it is destroyed
Systems with a Gravitational pull of (1) ONE; effects any AI ship that is in the pull, when it is out of fuel it moves one away and then the pull brings it back one; for ever stuck in this cycle.
AI ships with a lot of fuel (or unlimited supply) when also in a gravitational pull as above, however with a pull of greater then half its normal movement may also be in the anomaly for a very long time before it escapes.(minor in nature)
When the AI Ship is in play but disabled and unable to repair, the AI Vehical Construction for its item MHAL replacement value; will be reduced in total overall productivity possibly even halted.
[ January 25, 2004, 18:50: Message edited by: JLS ]
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January 25th, 2004, 09:03 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
Remote mining totals = What ever, as long as it is balanced
Do you want to see a few hundred or a few thousand added to the net minning totals?
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I definitely want an increase due to the value it will have with the FQM maps.
However, first it is important that we decide: Do we want Remote Mining for a Supplement or a Primary source of resources?
What effect do we want remote mining to have with the non-FQM maps?
[ January 25, 2004, 19:06: Message edited by: JLS ]
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January 25th, 2004, 09:38 PM
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Second Lieutenant
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Re: AI Campaign => For a Challenging AI opponent
Keep it as a supplement but increase the values a bit to make it more important overall. Maps with resource rich areas in the centre of the game map makes a quick rush and constant fights over such areas to dominate the game.
Like to see MM expand the resource aspect of the game dunno how yet ?
viagra deposits to speed up planetary population growth they could be mined from black holes perhaps ?
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January 26th, 2004, 01:29 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by Paul1980au:
Keep it as a supplement but increase the values a bit to make it more important overall. Maps with resource rich areas in the centre of the game map makes a quick rush and constant fights over such areas to dominate the game.
Like to see MM expand the resource aspect of the game dunno how yet ?
viagra deposits to speed up planetary population growth they could be mined from black holes perhaps ?
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I agree with Paul keep robo-mines as a supplement.
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January 26th, 2004, 01:34 PM
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Sergeant
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by PsychoTechFreak:
Remote mining is good where it is IMO and AIC is designed for a more manageable ship count, raising the mining abilities will upset this and dig into LAN games. You don't play finite resources, do you?
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PTF you know that is mostly what I play
If there are infinate ways to make resources, how FINITE will our finite games be
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January 26th, 2004, 08:31 PM
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Lieutenant Colonel
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Re: AI Campaign => For a Challenging AI opponent
Quote:
Originally posted by QBrigid:
If Temporal or Cryslonite with early armor skiping weapons and they are full of unrestricted armor turn on you we are dead. Sure shields will help me but they will have shields and a whole lot of armor = they shoot I die - I shoot I bounce off all the armor they can fit and at 10kt that would be an awful lot
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You have a strong case QB, what do others think?
[ January 26, 2004, 21:42: Message edited by: JLS ]
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