Shark7 -> RE: Taking enemy homeworlds way too easy? (12/30/2010 10:27:40 PM)
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ORIGINAL: adecoy95 i still think the orbiting starbase is the key to improving the invasion tactics... it has an upkeep, they take some time to build, and they are stationary on top of the planet. all of these things can create a pro/con situation that planetary shields just dont... since planetary shields cost no upkeep, take hardly any time to build, and have no means of upgrading/customizing. there is no decision making with planetary shields. i would imagine that large highly populated worlds would have medium/large spaceports, or even customized mega ports that would need to be destroyed before troop transports could invade. this would.... 1: eliminate troop transport fleets as a strategy. you would need more balanced fleets. 2: tie your warships in attack AND defense instead of just defense. since you need them to help destroy the space port. 3: combined with fortified bunkers, it makes taking large worlds EXTREMELY difficult without nuking it and your rep to oblivion. but i couldn't imagine how the ai could make good choices with this. it might just be easier to remove maintenance cost of troops for the ai and give them lots of extra. i have been doing more peacful games lately, so i havent had alot of testing with the beta patch for invasions, but i am thinking about making an AAR soon where everyone i meet i immediatly declare war with. i will see how i do That is exactly how most games deal with the situation. As a human, I will look at the situation, weigh my options and act accordingly....not always taking the most intelligent course of action, but that is human error. The AI will look at its perameters, and perform the result of the if/then algorithm without regard to the intelligence of doing such a thing. The improvement comes in with coding in a few more if/then statements, for example: If enemy firewpower >/= (2 * current empire firepower), then 20% of ships should patrol Empire Capital. etc You can add in as many as you need to get the AI to perform the desired actions. You can even help weight the actions by the race attributes: If Caution >/= 125, then 70% of ships defend home territory. If Caution >/= 100, then 40% of ships defend home territory. If Caution </= 99, then 10% of ships defend home territory. So forth and so on. DISCLAIMER: I am not a coder, so while I understand the IF/THEN theory, this may be completely different from how DW or any other game is currently coded.
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