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Post by Space Borders on Jun 30, 2015 11:38:02 GMT -5
Same actually applies to all carriers.
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Post by Space Borders on Jun 30, 2015 11:39:02 GMT -5
true! same for the regular carriers? ai think the drones should mainly go for structures You beat me to it, but yep, carriers should avoid lasers.
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Post by three3pryme on Jun 30, 2015 11:50:13 GMT -5
plasma and MG can also be a smaller but decent threat to them
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Post by Space Borders on Jun 30, 2015 13:36:51 GMT -5
I have fed the AI with all the things we've discussed so far and it's pretty much working as I would expect it to. So, that's good news I guess. Now comes the interesting part. First of all, as Clinkzbone has already mentioned, the aliens don't have much to work with. This is a serious problem, because even now that they are choosing their targets more wisely, in most cases they are destroyed, before they can do much damage. Since there won't be any new ships, what I can offer is: a) as mentioned before, we should probably step up the two destroyers to use the next heavier turrets. (1) b) increase the range of the alien turrets slightly. Most of the time more than 50% of their health is drained, before they can even get into firing range. (1) c) increase the durability of the drones from drone carriers. (1) d) allow masterminds to spawn more than just a single unit at the same time. (2) e) use advanced formations, e.g. use the drone carriers and heavy battlecruisers as the main attack units, while protecting the carrier with heavy destroyers and light battlecruisers. (3) f) add advanced tactics, allowing the aliens to do multidirectional simultaneous attacking. (5) "a" to "d" may make the game significantly harder for players who are just starting out. This will require lots of testing. In my opinion the campaign must not be affected too much by these changes. "f" is particularly difficult to implement, since the aliens need to move around the entire fleet to do so and calculate the precise attack time to all arrive simultaneously. In addition they will have to identify clusters of EDF ships using the "center of mass" off all objects. Also, the EDF ships might be in motion, which could upset the plan to arrive at the same time. * the numbers next to the ideas indicate the difficulty of implementation.
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Post by three3pryme on Jun 30, 2015 15:09:58 GMT -5
I vote for option B and C if anything
i dont want 2 ships spawning in at once, itll be too difficult
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Post by Space Borders on Jun 30, 2015 16:43:00 GMT -5
There is no limit as to how many options we can implement, it'll just take more time.
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Post by Clinkzbone on Jun 30, 2015 17:37:55 GMT -5
All of them!
But maybe only enable (d) and (f) on max difficulty?
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Post by three3pryme on Jun 30, 2015 18:34:48 GMT -5
yeah i vote for B more than anything else
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Post by Space Borders on Jun 30, 2015 19:30:12 GMT -5
Ok, there's something we've forgotten here. The aliens are pretty powerful on higher levels, regardless of the AI. I've just played a CM attack mission on max difficulty, combined with the improvements to the AI, not a chance. I had two Cerberus leading the formation when a heavy battlecruiser approached my ships frontally. Both Cerberus were directed to target the ship, shields up and yet the battlecruiser managed to reach my Daedalus and start firing upon it. It got really ugly when two more battlecruisers, a destroyer, a drone carrier and several corvettes showed up, Daedalus went boom, game over. I also tried DSM, taking the Odysseus, a antimatter Cerberus, a hybrid Cerberus and a Hydra, into the heart of enemy territory, leaving the Aegaeon behind. Though it was doable, it wasn't easy. They kept coming for the Hydra and the Odysseus. I think we might need to reconsider some of the above ideas, although I'm still pro e) or f).
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Post by three3pryme on Jun 30, 2015 19:55:16 GMT -5
I say give the aliens bigger range (except the beasts or i wont get my reqards i need! IM SO CLOSE!!)
Also we should add a couple new ships. i suggested one on the wiki The Ion cruiser (idea from homeworld) and ill add the other one right away
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Post by Clinkzbone on Jun 30, 2015 20:30:05 GMT -5
You could increase the weightage of distance maybe, and also increase the Deladus' health so it's less of a target.
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Post by three3pryme on Jun 30, 2015 22:49:10 GMT -5
if i had a nckel for every time my deadalus died id be able to afford 5 behemoths
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Post by SIx on Jul 1, 2015 0:34:23 GMT -5
are we factoring weapons per say the diffrance between a laser Centuer and a minigun one?.
Objects( Starpoint/station/) Highest priority Oydess/Athena/Titan Secondary. Capital ships Cerberus in order of attack strength. and defensive capiablity. Oremaster/harvesters Frigates based off of strength. Nuke then Mini then laser.
enemy carriers should prioritize capital and frigates while Enemy frigates or battle cruisers will target EDF carries/laser frigates or ships equiped with them in order to let Carriers do their job.
ALIEN BATTLE CRUISER LOGIC. 1 seek out target if found go to 5 if none go to 1 5 Is there a mission pritority target nearby?(Oyduss/athena/titan) if no go to 4 if yes go to 6 attack Priority stations/ships.
4 Is there a ship with lasers nearby? If no go to 2 if yes go to 3 2 Target Laser ships Are there nearby enemy Capital SHIP? If yes go to 7 if no go to 9 7 TARGET ENEMY CAPITAL SHIP prioritize unarmed ship over armed. 9 Attack nearby enemy ships if none are around go to 1
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Post by SIx on Jul 1, 2015 0:36:49 GMT -5
whoops messed up
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Post by Clinkzbone on Jul 1, 2015 1:16:43 GMT -5
Yes, they do take weapons into account.
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