board.us.ogame.gameforge.com/b…nsion-3-ships/#post530426
From the US boards.
This is as far as the idea is atm. I'm sure it needs lots of balancing to make it work and to be interesting.(Mind you the only things that are absolutely needed are the 3 core ships (SV,AI,AC). Although other parts could add a lot of character.)
Version #2: Scourge of the AI expansion! (3 ships+)
Version #3: Scourge of the AI expansion! (3 ships+)
Version #4: Scourge of the AI expansion! (3 ships+)
Version #5: Scourge of the AI expansion! (3 ships+)
Version #6: Scourge of the AI expansion! (3 ships+) <- Click this!!!***Current and, hopefully, final version!
So far:
Post Redo:
Notes:(speculative/modifying/outdated)
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Additional aspects:(optional)
Random attacks on planets from AI ships! New reason for early Small Shield Dome(SSD)!(besides early player attacks) Also generates random amounts of resources on nodes for players and miners alike!(Frequency and size(and/or other factors)must be balance for desired outcome. It can range tremendously. but also be changed easily for varied outcomes! (Also attacks could be sold like moon attacks potentially(or found by players). Maybe not direct attacks but possibly raised odds centered on a planet or solar system for a given time. Potentially some technology was developed to draw the swarm in with increased odds. Could be used to soften targets before IBM attacks or other offensive meneuvers. A more patient way to attack.. And possibly anonymous. NOt sure if you would need to espionage or if you get messages about attacks arriving..Since you did send the beacon it could have software to alert you. There could be counters to kill and end the probe early also... who knows.)
ACVs(AIs) will be added as a monster role to expeditions. Can be individually as swarms or even possibly with pirates and maybe with aliens! And to a point that without a Science vessel have an increased chance of ripping your mining expedition fleets to shreds! Should give decent reason to change composition of all none DM farming Exp fleets. Needs to be figured out how much independently!
Scourge of the AI Expansion! This is the idea for all 3 ships and accompanying ideas!
Could be done on a special serve first! Like the intro of the new design. Scourge/AI servers! Could be a special RP server with a unique story and ships/rules. Like a single alternative universe or future path.
Alternatively: You could also merely place an AI swarm item in expeditions and allow them to be found and then used on planets to bring random sized swarms against their planet(s) to soften them up for attacks. These could either be automatic attacks or ones where there is a detection system like with espionage and a potential for them to be shot down and the attack stopped or something different. This would get the same affect of oppening up the game for more attacks. Though having AI swarms randomly(with this item existing also) would be a better excuse to expand the defense side of the game again. It would mean there are more resources for less trouble and mean bigger raiders and hence more reason for defense plus weaken Defense in the game slowly automatically if players aren't keeping up with their planets.
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Extra comments:
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**I think there could also be a check added when on a colonizing mission for AI to appear on arrival of the CS to the planet and arrival to DF nodes! They must survive the attack to colonize or mine or else they can be destroyed and a message in the mail given to note the combat and the failure of the mission etc.
The number of vessels could be determined from anything like how the expedition does it with ship value, or from things like activity of or nearby planets combined with random odds of AI's arrival, or any combination thereof! (More activity increases the odds/numbers.)
There could even be fluctuating odds of attacks or increase in certain areas that flash in screens with presumed Chance(from the players perspective) above a certain % for planets in those areas. And messages as your fleets arrive at destinations in such areas warning of increased likely hood of attacks. This could allow you to retreat if you think it risky.(if it allows check for attack on arrival of nodes) Espionage probes could help give a better accuaracy of threat or even ships like the SV. And a % Chance guess numbers could pop up giving assumed values of attack chances like 10%. But they would always be guesses. Possibly based on espionage tech value for accuracy or something.
Even Fleet assaults and defenses could potentially be crashed by AI at any point. It could be used very well to add a lot more variation to the game! 8) The chances of attacks could also be modified by devs for special purposes and given logic to determine their occurrence over time(say population density gives a bonus to chances). Everything from size of fleet sitting to number of occupied planets could affect chances and anything and everything else appropriate could be used to determine attacks. Whatever fits the RP/feel it is intended to give to the players!
The scourge should feel real. Solar systems could have bonuses chances based on number of total resources, or activity(ships arriving from attacks or transport) or ships in the SS.(could be any or none of these factors) This could increase the bonus in that SS and possibly surrounding SSs. There could also be periodic (hourly?/daily?) checks for attacks on planets Plus attack checks on specific events.
If there is some variable detection system for of incoming attacks, one of the commanders could give a bonus to it's accuracy. I would probably go with the technocrat. +% of chance to detect swarm! Then you are more certain of when a swarm is really happening. Basically it would work with a simple percentage(on the server side based on actual data like volume of all player activity! Probably countered by espionage tech. This percentage would give a variable to how far outside of the actual chance you are. The server would have the actual numbers and you would a greater or lesser number based on your tech and circumstance per situation. You would never really know! When you perceive(with variable take into account!) your screen goes red like with a normal attack. It could be the same system different trigger! You would have to figure out what is going on. With lower espionage it might go off more easily and leave you more uncertain. With higher the inaccuracy will shrink and leave you with a higher chance of it being correct so you can react(build defense/fleet save to be safe....) There could be some other rules about time to attack etc. And possibly warning on time till attack but that could also be a variable like the attack. The system would have to be made to force intuitive actions and responses from players. This red system could go off at any node you are going too not just the one you are looking at. So red could flash in the fleet indicator screen around that specific fleet to see if you want to recall. The point is it would/could create uncertainties to create a more varied player actions. Another factor for people to determine if and how they attack/what they do in game could be a nice change.
One way to introduce the expansion is to put the code in and let player actions introduce it. At first there would be nothing visible. Then expeditions would start to run into the Living ships and get funny combat messages and attacks. After that has happened so many times over the universe and if it happens in enough concentration and loss of resources the SV is developed and put into the players fleet/shipyard screen. After a while longer planets start to be attacked and more universe resources/destruction and ultimately a message is given out to players to send expeditions to catch one(these would be AI(w)). After that has been done so much by players the AI can be built and unlocked for the universe. And after players(or enough players) get to a certain tech level the AC could be introduced to players. It should add to the fleet/shipyard Interface and not just change from fuzzy to clear. Though more than just prereqs could be done per server for the AC though I'm uncertain what could be added to make it interesting. Maybe an initial message for the research(after a total universal tech/other req has been reached) and a single big universal pool for players to stick resources in, like how the import export screen works, and when the players have put(universe wide) to fill the resource quota value it is available or a timer is started and the researched finished after..(or better the timer starts when the resources start to be asked for and starts and stops based on if it has enough resources to use per amount of resources and messages go out for funds as needed! 8)
If AI attacks on nodes is put in the game, it should be minimally set up so it can swarm instantly on situations on special node activities involving only single player activity (DF?/expedition/colonizing). All other node situations should at minimum increase the chance in the area of an attack randomly. This would/should include all departures and arrivals from and to nodes. So the planets sending fleets and the planets receiving those fleets both generate some level of increased risk to their locations. This ensures a potential greater problem for attackers over defenders making it certain endless small attacks cannot be used to destroy a target without risk. At least not without team work and some cleverness! ;) Size of fleets, and potentially resources being carried, should be a factor in the increase of that risk in both single party situations and multi party situations(travel/attack/special circumstances(DF/Exp/Colonizing)). Though special circumstance situtations could be restricticted from affecting the sending locations general chance of attack(or be so small it doesn't matter) and only affect the individuals chance of being swarmed on arrival to the node. Though this could be affected by the already existing chance to be swarmed. Swarms on arrival to expeditions could also be seperate from expedition outcomes.... This could make it more interesting as you could get multiple outcomes and more risk. AKA two chance to be killed. It could also be given chances for swarms on both the arrival and leaving of the individual nodes! 8) This could represent extreme risks as odds increase of attack from activity.
The item for AI swarm increase could even be focused on a new 0 slot that represents the sun. This would increase in a different or lesser manner a threat to the whole SS compared to if it is only one planet or emanating from one planet.
The concept of a rolling introduction could allow this to easily be introduced to any server at any time. It could also be done similarly to remove it. An event to find the source of the AI and have the entire server work and take it down could remove the random attacks. Or lesson them and just leave the ships it introduced. Or even remove them for lack of need.
Also the concept of destroying the AI's source could be used likewise as a game feature. It could lesson attacks in a galaxy or quadrant etc for a time until the AI rebuild in deep space or where ever. Then different galaxies or areas could have unique chances of attack and reason to go there on and off.
Data Charts:(speculative/modifying/outdated)
Cost effectiveness of survivability vs DS: (Higher is better)
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* Cannot Harm DS shields at full strength
** (9m/(ShipXMin+Cry))/RF
Survivability vs DS((9,000,000/ShipMin+Cry/RF)*ShipMin/Cry):
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Min+Cry per 6 rounds against DS:
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Kill rate per round against AI:
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K/R against AI compared to SV for 6 rounds((50k/shipMin+Cry)*KR*6) & *ShipMin/Cry:
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Carrier Group(AC+AI(100)) Min/Cry ratios:(a small amount of them)
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Ship+Defense Min/Cry ratios:
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Combat Notes:
From the US boards.
This is as far as the idea is atm. I'm sure it needs lots of balancing to make it work and to be interesting.(Mind you the only things that are absolutely needed are the 3 core ships (SV,AI,AC). Although other parts could add a lot of character.)
Version #2: Scourge of the AI expansion! (3 ships+)
Version #3: Scourge of the AI expansion! (3 ships+)
Version #4: Scourge of the AI expansion! (3 ships+)
Version #5: Scourge of the AI expansion! (3 ships+)
Version #6: Scourge of the AI expansion! (3 ships+) <- Click this!!!***Current and, hopefully, final version!
So far:
Post Redo:
Key
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ET= EnergyTech
IT= IonTech
CT= ComputerTech
EPT= EspionageTech
LT= LaserTech
ST= ShieldTech
HD= Hyperdrive
CD= Combustiondrive
ID= Impulsedrive
GC= Gauss Cannon
PC= Plasma Cannon
*This could possibly generate espionage reports when in combat after combat and regen on planets defenses to give details on what is left on the planet. Only if it survives! Not certain if this is useful. It would be to save sending espionage probes between attacks and would require selecting a button when sending attacks. Could have a setting to have it on/off in settings by default in case some people would use it heavily.Science Vessel: (SV)
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Description:
"State of the Art. It is the first ship designed primarily for exploration. The Science Vessel is fast, agile ,and made to deal with the rigors of deep space. It is good in almost any situation. It's main purpose is to take down the newly discovered AI's that have been found roaming through the void. Having been developed along side the Micro Burst Ion Laser(MBIL or MBL for short), this ships Ion cannons fire very rapidly. It cannot damage larger structures like the large shield dome, but it can do small damage to a large number of ships. Especially against the AI for which it was designed to kill. This ship is very versatile, but it can be taken down. So be careful how you use it!
This ship is fitted with a special scanner allowing it to act like an espionage probe in regard to expeditions.(may or may not exist)
RF formula: (SV Metal + Crystal/Shipx Metal + Crystal)*(1*Shipx Base Shield Value)/50 rounded up at .3"
Cost:
Metal: 30k; Crystal: 20k; Duet: 30k (Previously or alternatively 20K/30K/30K)
Structure: 50k
Hull: 5k
Shield: 300
Attack: 50
RF:
From:
- DS: 10
- SV: 6
Against:
- LF: 3
- HF: 3
- CR: 2
- BS: 4
- BC: 6
- BO: 7
- DE: 5
- DS: 6
- SC: 3
- LC: 2
- CS: 4
- EP: 5
- SS: 5
- AI: 50
- AC: 10
- SV: 6
- GC: 6
- PC: 3
- Total: 120
- First and only ship(besides DS) to have RF against GC or PC but with so little it doesn't matter!(unless combined with other ships!)
Fuel: 300
Speed: 10,000(I)
Cargo: 1,000?
Prereqs: Shipyard: 6; EnergyTech: 6; Laser Technology: 7; Ion Technology: 5; EspionageTech:5?; Computer Technology: 6; Shield Technology: 5?; Astrophysics: 2
One way to work all this into the game is to have these(AI) drop from expeditions at about the same or higher rate then Espionage probes. then if you use them you can ignore them from profit margins when using them in raids etc. This could allow the game to loosen up a bit and give a little more room for raiders while making them feasible cost wise as fodder. Then even if no other special/optional aspect of the expansion exists they will be available and usable in a cost effective manner.Automatons/ Living ship/ Artificial Intelligence Combat Vessel (AI)
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Description:
"Discovered while exploring the universes outer reaches. It has come to be known as the great scourge! After being found in the voids of space these ship attack and destroy nearly everything they come across. After several decades, these “living ships,” began understanding where the vessels they attacked were coming from and started to gradually move towards civilized space. As they began to pop up outside of populated planets fear and panic spread rapidly until it encompassed the entire universe. After decades of military and infrastructure losses the empires finally decided enough was enough and sent out people to try to capture these ships for study. Many lives were lost and a few brave, or lucky, souls managed to capture some of these ships for study. With this the research began that eventually led to the creation of the Automaton.
Because of it's AI this ship adapts very quickly to enemy tactics and is very difficult to hit. This makes the AI a fantastic front line vessel. And although seemingly weak on their own in large numbers are one of the most powerful weapons in your fleet! Despite it's benefits, because of rumors about how these ship were created, a persistent fear exists that these ships may one day develop minds of their own!
**At Level 9 Combustion Drive is upgraded and the cargo is increased by 1 because of space saved by a new more efficient engine!"
Cost:
Metal: 600; Crystal: 400; Duet: 0 or 50(What min/cry ratio should exist on these 750/250/x; 600/400/x; 500/500/x, etc, or reverse(400/600/x etc)? And should it have a duet cost?)
Structure: 1,000
Hull: 100
Shield: 50(*2W(100?!))(25-50base shields)(wild=50-100shields. if AI is base 25 wild variant is viable again potentially.)
Attack: 10(*2W(20?!))
*(Max number of AI in an AC times AI deut should always equal 5k duet! or AI cost no deut and carrier cost 15k deut.)?
**W = Wild variant. It is the NPC natural version found in space. It will attack planets and be in expeditions.(*2 means 2 times the previous value!) (uncertain if this will exist)(outdated with redo! Must be reworked potentially to be usable. Probably won't exist unless in some other form as a monster in expeditions or as a rarer part of planet/node attacks. Regular AI can replace them in planet attacks if this feature exists.)
RF:
From:(Possibly represents some sized MBL system being installed to fight AI, possibly @ ET:3;IT:3;CT:3 or other tech levels depending on ship)
Against:
- CR: 1 (upgrade to 2, or start at 2, or 1! )?
- BC: 1 (upgrade to 2, or start at 2, or 1! )?
- DE: 1 (upgrade to 2, or start at 2, or 1! )?
- AC: 10
- DS: 600
- SV: 50
- Note: if possible RF against should add up to no more than 666!
- For pre-existing ships it may be needed to ignore RF against AI
to when considering balance. This could be excused more easily if they
are added as upgrades and not initially on any pre-existing ships except possibly the DS.
- EP 5
- SS 5
*AI(w) Should share these RF values. It's only stat difference should be the double shield/attack.
Speed: 5,000(C);7,500(C)@CD:9
Cargo: 6 (8@CD:9)
Fuel: 10
Prereqs: Shipyard: 2; LaserTech: 3; ComputerTech: 2; Combustion Drive: 2
The MBL system represents a system of lasers with appropriate design to fire quick bursts and computer systems specifically to track AI. the premise is that they are so advanced AI wise(from being built from the Wild AI's) that normal computers cannot manage to keep up with them. so you get systems like the SV that have full abilities to attack them. And lesser ones like the AC that can only partially do it. The AC had to sacrifice a full install in order to fit AI. And having those AI it could also afford a little to skip the offense as the swarm of carriers it holds can act as defense for other ships to deal with them. The other ships either have a small portion of the MBL system so that they gain a their 2 RF or modified their current systems in another way to keep up. You will notice the only other ships with 2 either are already RF heavy or are very large. You can kind of think of the 2 RF like Half of the 5 RF normal for EP and SS but halved. This is because of the AI's ability to avoid fire and adapt. The CR/BC/DE either have to upgrade at some point to that or have it because their systems can keep up a little already. Upgrade requirements still haven't been thought up for them yet. When the AI were 500 structure I had the HF potentially upgradeing to 2 RF against AI at ET:3,IT:3,CT:3 to gain it's 2 RF as an early counter. But the change to 1,000 structure on the AI automatically gives the HF those same stats from the change in ratios without the upgrade. I'm still uncertain a little if 500 or 1,000 structure is better for the AI.ACV/AICV Carrier (AC)
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Description:
"After endless complaining from capitol ship captains about getting enough fighters to the front lines, an ambitious group of engineers set out to developed the carrier! It's purpose is to hold the newly developed unmanned Artificial Intelligence Combat Vessel(AICV). This hardy Fast ship can carry AICVs at the speed of soun.. ligh... Hyperspace at a much greater efficiency than they can travel alone! This ship has massive inside structures that can hold these AI and has specialized equipment that can deploy them nearly instantaneously. This ship will likely be escorting, and combating, the most powerful vessels in the known universe! With the implementation of carriers, capitol fleets have never been happier!
Because of Space concerns regarding the AI it must carry this ship was only fitted with a miniaturized MBL system"
Cost:
Metal: 40K; Crystal: 10K; Deuterium: 15K or 10K(Can be changed to balance against AI cost)(Still uncertain what Min/Cry ratio should exist for an entire Carrier gorup(AC+AI(100)).Edit: Because of the cost of LF+HF combos I believe a Carrier group should likely have a min/cry ratio of 2! See charts below.)
Structure: 50k
Hull: 5k
Shield: 500?
Attack: 50
RF:
From:
- DS: 6
- SV: 10
Against:
- EP: 5
- SS: 5
- AI: 10
Fuel: 500
Speed: 5,000(H)
Cargo: 10,000(adjust to fit max number of AI.)
Prereqs: Shipyard: 8; EnergyTechnology: 8; LaserTechnology: 9; Ion Technology: 7; HyperspaceTechnology: 5; ComputerTech: 8; HyperspaceDrive: 4?
*Can hold AI equal to the AI's Hull value. 100 max(50, 75, 100, or 125, 150, etc? uncertain of needed attack value for carrier group). I'm pretending structure is like volume and hull is like circumference or the outer shells actual size and shape.
These ships cannot hold anything but AI vehicles(At hull value) and resources.
*If number of AI held is changed so can the overall cost of the AC and It's Mineral/Crystal ratio to various values. Still uncertain of what those should be. This can also change the RF against AC from the SV.
Notes:(speculative/modifying/outdated)
- RF formula: (SV Metal + Crystal/Shipx Metal + Crystal)*(1*Shipx Base Shield Value)/X (still balancing)rounded. (This is true except for EP and SS and maybe a few other circumstance!)
- ACV = Automaton combat vessel. AICV = Artificial Intelligence Combat Vessels
- SV has(had) RF on shield domes because I am assuming game mechanics don't let ships hit anything under the shields domes(ground defenses) in a ways that counts in stopping RF if the shields are up.
- This was inspired by games like X series and an earlier idea by someone else(I added my own version and developed this eventually!) about Science Vessels! Along with several other ideas I've had over the years for the game that eventually came together into this expansion concept!
- The addition of these 3 ships may spice up the game! And add more advantages for intelligent resourceful players.
- Obviously ACVs/AIs in the carrier should not use deut for travel. Only the carrier! The speed should also be replaced unless. This would be for all AI that can fit or are designated to fit in the carriers. There should or could be options or ways to have ones that do not and can escort at their regular speed and fuel cost if desired.
- None of these ships can be found for free in expeditions! They are duet and resource sinks!(This may be reconsidered to some extent as they have changed sufficiently.)(AI may be appropriate to find in expeditions. And in fact in inflated numbers potentially.)
- This expansion should make the game revolve a more around combined fleets(AKA more types working together!). As opposed to single or fewer ship types. Although that would be entirely circumstantial. This adds to the games options strategically.
- Fleets with carriers that loose their transport can simply fly back to your home. Making the whole remaining fleet go slow as well! This could be interesting for crashers if it is from a planet they can scan! It's a potential penalty when using carriers.
- Alternative: Any AI at end of combat without a carrier to get in(simple calculation (#AC*MaxAI) or enough deut to return could automatically turn into debri at any given location(except personal planet/moon) wether that debri is recyclable or not. Or they could vanish and escape as if they gained minds of their own! Adding an interesting way to deal with this could be a nice touch if not a necessity.
- A Science Vessel Swarm shall be dubbed a "Nerd Herd!"
- AI should fill with resources while in the AC. Technically the AI shouldn't enter the AC, but should be calculated ahead of time to reduce the cargo of the AC for the mission! Just calculate the allotted amount of Ai(MaxAI/AC) per carrier before collecting resources for each round and then fill the ship with resources after the last calculation. Or calculate at the beginning of a mission and leave it as is as it can not get lower. But I assume it could calculate hull at the end of combat and readjust the AC's available cargo. The AI should also independently fill up their own cargo holds. There should be an artificial max of AI per carrier as stated in the carriers stats!
- The AC could possibly be filled up by a check box in the mission creation screen next to the fill bar when and after you have selected a number of carriers. It could be checked on by default to fill the carriers automatically(or the opposite and the checkbox means don't fill the carriers, with it off by defaultl) Filling the AC fills the cargo as stated above.When in the fleet/mission creation screen this is taken from your available AI on the given planet/moon. The value from the carriers automatically adds to the AIs box with the correct value if they are selected to be filled. If any other number was already entered in the AI box then it adds to the given value. if no other AI are available it fills the carriers with the already given value in the fill box for AI! If you then uncheck it should preserve the previous value so if you uncheck you do not have to manually retype the AIs box. If you have carriers fill box checked(or equivilant) a check is made before going to the next window to see how many AI have a carriers. This then removes their fuel needed from the formula. It also reduces avaiable cargo by the ammount of the AI's hull value for every AI that has a carrier as stated earlier!
- I'm assuming that the carriers can pull duet from the cargo of the AI it "carries" under current game mechanics.
- The base job of the AC and SV surrounds their escorts. AKA ships of the same speed. Although they do a lot more!
- I believe AI should now fire before LF in a battle.(uncertain)
- If AI's attacked in expositions, and the Wild variant of the ship existed, the wild variant would normally attack(unless a rare normal AI attack also existed) and Pirates could get escorts from normal AI, while aliens might have the more powerful wild variant. I don't have a specific enough idea on what combos could exist yet in expositions.(this may no longer be applicable or have to be adjusted to work.)
- There could be rare rewards for combat in expeditions like items that act like a beacon for AI(W) attacks or increase liklihood of attack on planets. But you can only get them by flying combat ships into expedition getting rare mob/boss monsters and winning. It could be very difficult to beat. There could be multiple types of fights you could run into that give different strength items. And maybe bosses/mobs, of verying power or so, designed from the AI concept to kill for those varying prizes.
- At minimum AI attacks(should they exist) should attack Expeditions,colonizing attempts, and arrivals to DF nodes! It could also have a potential wherever a single party goes somewhere alone. AKA any arrival of fleets to your own planets. Additionally it could also attack nodes with 2 or more different parties. But that would depend on if the game can do it and if it's desired. they can always attack after the party leaves merely from something having been there as all activity to and probably from a node should raise the odds of attacks in general.
- If the SV can get produce a combat report at the end of combat then a box will exist to turn on before sending it to say you want to get the extra report in the fleet screens somewhere. And possibly and option for default on or off of that box in the options.
- RF increase to DS could increase it's Deut cost to up to 2million.
- An increase in potential resources from AI being found in large amounts in expeditions or from planet crashes either leaving resources or making the planet vulnerable for raids could loosen up the game a bit and allow some more play to exist again. This would make smaller fleets better again and give room for more defense and other concept to enter the game again to compensate allowing further development.
- In a combat report Carriers with no AI in them could be shortened with AC. While Carriers with AI of any number could be labeled CA and not give the number of AI in them. This could be countered by something in regards to Espionage levels if desired for need to take down carrier groups returning.
Additional aspects:(optional)
Random attacks on planets from AI ships! New reason for early Small Shield Dome(SSD)!(besides early player attacks) Also generates random amounts of resources on nodes for players and miners alike!(Frequency and size(and/or other factors)must be balance for desired outcome. It can range tremendously. but also be changed easily for varied outcomes! (Also attacks could be sold like moon attacks potentially(or found by players). Maybe not direct attacks but possibly raised odds centered on a planet or solar system for a given time. Potentially some technology was developed to draw the swarm in with increased odds. Could be used to soften targets before IBM attacks or other offensive meneuvers. A more patient way to attack.. And possibly anonymous. NOt sure if you would need to espionage or if you get messages about attacks arriving..Since you did send the beacon it could have software to alert you. There could be counters to kill and end the probe early also... who knows.)
ACVs(AIs) will be added as a monster role to expeditions. Can be individually as swarms or even possibly with pirates and maybe with aliens! And to a point that without a Science vessel have an increased chance of ripping your mining expedition fleets to shreds! Should give decent reason to change composition of all none DM farming Exp fleets. Needs to be figured out how much independently!
Scourge of the AI Expansion! This is the idea for all 3 ships and accompanying ideas!
Could be done on a special serve first! Like the intro of the new design. Scourge/AI servers! Could be a special RP server with a unique story and ships/rules. Like a single alternative universe or future path.
Alternatively: You could also merely place an AI swarm item in expeditions and allow them to be found and then used on planets to bring random sized swarms against their planet(s) to soften them up for attacks. These could either be automatic attacks or ones where there is a detection system like with espionage and a potential for them to be shot down and the attack stopped or something different. This would get the same affect of oppening up the game for more attacks. Though having AI swarms randomly(with this item existing also) would be a better excuse to expand the defense side of the game again. It would mean there are more resources for less trouble and mean bigger raiders and hence more reason for defense plus weaken Defense in the game slowly automatically if players aren't keeping up with their planets.
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Extra comments:
**I think there could also be a check added when on a colonizing mission for AI to appear on arrival of the CS to the planet and arrival to DF nodes! They must survive the attack to colonize or mine or else they can be destroyed and a message in the mail given to note the combat and the failure of the mission etc.
The number of vessels could be determined from anything like how the expedition does it with ship value, or from things like activity of or nearby planets combined with random odds of AI's arrival, or any combination thereof! (More activity increases the odds/numbers.)
There could even be fluctuating odds of attacks or increase in certain areas that flash in screens with presumed Chance(from the players perspective) above a certain % for planets in those areas. And messages as your fleets arrive at destinations in such areas warning of increased likely hood of attacks. This could allow you to retreat if you think it risky.(if it allows check for attack on arrival of nodes) Espionage probes could help give a better accuaracy of threat or even ships like the SV. And a % Chance guess numbers could pop up giving assumed values of attack chances like 10%. But they would always be guesses. Possibly based on espionage tech value for accuracy or something.
Even Fleet assaults and defenses could potentially be crashed by AI at any point. It could be used very well to add a lot more variation to the game! 8) The chances of attacks could also be modified by devs for special purposes and given logic to determine their occurrence over time(say population density gives a bonus to chances). Everything from size of fleet sitting to number of occupied planets could affect chances and anything and everything else appropriate could be used to determine attacks. Whatever fits the RP/feel it is intended to give to the players!
The scourge should feel real. Solar systems could have bonuses chances based on number of total resources, or activity(ships arriving from attacks or transport) or ships in the SS.(could be any or none of these factors) This could increase the bonus in that SS and possibly surrounding SSs. There could also be periodic (hourly?/daily?) checks for attacks on planets Plus attack checks on specific events.
If there is some variable detection system for of incoming attacks, one of the commanders could give a bonus to it's accuracy. I would probably go with the technocrat. +% of chance to detect swarm! Then you are more certain of when a swarm is really happening. Basically it would work with a simple percentage(on the server side based on actual data like volume of all player activity! Probably countered by espionage tech. This percentage would give a variable to how far outside of the actual chance you are. The server would have the actual numbers and you would a greater or lesser number based on your tech and circumstance per situation. You would never really know! When you perceive(with variable take into account!) your screen goes red like with a normal attack. It could be the same system different trigger! You would have to figure out what is going on. With lower espionage it might go off more easily and leave you more uncertain. With higher the inaccuracy will shrink and leave you with a higher chance of it being correct so you can react(build defense/fleet save to be safe....) There could be some other rules about time to attack etc. And possibly warning on time till attack but that could also be a variable like the attack. The system would have to be made to force intuitive actions and responses from players. This red system could go off at any node you are going too not just the one you are looking at. So red could flash in the fleet indicator screen around that specific fleet to see if you want to recall. The point is it would/could create uncertainties to create a more varied player actions. Another factor for people to determine if and how they attack/what they do in game could be a nice change.
One way to introduce the expansion is to put the code in and let player actions introduce it. At first there would be nothing visible. Then expeditions would start to run into the Living ships and get funny combat messages and attacks. After that has happened so many times over the universe and if it happens in enough concentration and loss of resources the SV is developed and put into the players fleet/shipyard screen. After a while longer planets start to be attacked and more universe resources/destruction and ultimately a message is given out to players to send expeditions to catch one(these would be AI(w)). After that has been done so much by players the AI can be built and unlocked for the universe. And after players(or enough players) get to a certain tech level the AC could be introduced to players. It should add to the fleet/shipyard Interface and not just change from fuzzy to clear. Though more than just prereqs could be done per server for the AC though I'm uncertain what could be added to make it interesting. Maybe an initial message for the research(after a total universal tech/other req has been reached) and a single big universal pool for players to stick resources in, like how the import export screen works, and when the players have put(universe wide) to fill the resource quota value it is available or a timer is started and the researched finished after..(or better the timer starts when the resources start to be asked for and starts and stops based on if it has enough resources to use per amount of resources and messages go out for funds as needed! 8)
If AI attacks on nodes is put in the game, it should be minimally set up so it can swarm instantly on situations on special node activities involving only single player activity (DF?/expedition/colonizing). All other node situations should at minimum increase the chance in the area of an attack randomly. This would/should include all departures and arrivals from and to nodes. So the planets sending fleets and the planets receiving those fleets both generate some level of increased risk to their locations. This ensures a potential greater problem for attackers over defenders making it certain endless small attacks cannot be used to destroy a target without risk. At least not without team work and some cleverness! ;) Size of fleets, and potentially resources being carried, should be a factor in the increase of that risk in both single party situations and multi party situations(travel/attack/special circumstances(DF/Exp/Colonizing)). Though special circumstance situtations could be restricticted from affecting the sending locations general chance of attack(or be so small it doesn't matter) and only affect the individuals chance of being swarmed on arrival to the node. Though this could be affected by the already existing chance to be swarmed. Swarms on arrival to expeditions could also be seperate from expedition outcomes.... This could make it more interesting as you could get multiple outcomes and more risk. AKA two chance to be killed. It could also be given chances for swarms on both the arrival and leaving of the individual nodes! 8) This could represent extreme risks as odds increase of attack from activity.
The item for AI swarm increase could even be focused on a new 0 slot that represents the sun. This would increase in a different or lesser manner a threat to the whole SS compared to if it is only one planet or emanating from one planet.
The concept of a rolling introduction could allow this to easily be introduced to any server at any time. It could also be done similarly to remove it. An event to find the source of the AI and have the entire server work and take it down could remove the random attacks. Or lesson them and just leave the ships it introduced. Or even remove them for lack of need.
Also the concept of destroying the AI's source could be used likewise as a game feature. It could lesson attacks in a galaxy or quadrant etc for a time until the AI rebuild in deep space or where ever. Then different galaxies or areas could have unique chances of attack and reason to go there on and off.
Data Charts:(speculative/modifying/outdated)
Cost effectiveness of survivability vs DS: (Higher is better)
* Cannot Harm DS shields at full strength
** (9m/(ShipXMin+Cry))/RF
- PC: 90
- AC: 30*
- RL: 22.5*
- LL: 22.5*
- SV: 18*
- DE: 16.36
- AI: 15*
- IR: 12
- HL: 11.25*
- IC: 11.25*
- LF: 11.25*
- CR: 10.01*
- HF: 9*
- SC: 9*
- BC: 8.571428
- EP: 7.2*
- GC: 5.142857
- BS: 5
- BO: 4.8
- HR: 4.5
- SS: 3.6*
- LC: 3*
- RE: 2.25*
- CS: 1.2*
- DS: 1
Survivability vs DS((9,000,000/ShipMin+Cry/RF)*ShipMin/Cry):
- SSD: 450
- AC: 120
- PC: 90
- LSD: 90
- LL: 67.5
- DS: 60?
- LF: 33.75
- HL: 33.75
- CR:28.86002886...
- AI: 22.5
- RL: 22.5?
- AC+AI(100): 20
- DE: 19.63...
- BS: 15
- HF: 13.5
- SV: 11.999...
- BO: 9.6
- SC: 9
- EP: 7.2?
- GC: 6.851742...
- BC: 6.428571...
- RE: 3.75
- IC: 3.75
- SS: 3.6?
- LC: 3
- CS: 0.6
Min+Cry per 6 rounds against DS:
- PC: 600K
- AC@6: 1,800K
- RL: 2,400K
- LL: 2,400K
- SV@10: 3,000K
- DS: 3,300K
- AI@600: 3,600K
- IR: 4,500K
- LF: 4,800K
- HL: 4.800K
- IC: 4.800K
- CR: 5,346K
- AC+AI@10&600: 5,400K
- HF: 6,000K
- SC: 6,000K
- BC: 6,300K
- EP: 7,500K
- GC: 10,500K
- BS: 10,800K
- BO: 11,250K
- HR: 12,000K
- SS: 15,000K
- LC: 18,000K
- RE: 24,000K
- CS: 45,000K
Kill rate per round against AI:
- SV: 20
- AC+AI:14
- AI(100): 10
- AC:4
- CR@2: 2
- BC@2: 2
- DE@2: 2
- HF: 1
- BS: 1
- BO: 1
- DE: 1
- DS: 1
- RL: 1
- HL: 1
- IC: 1
- GC: 1
- PC: 1
- LL: 0.666...
- RL: 0.4098360656..?
- LF: 0.4?
- AI: 0.0993648598 (0.1)
- SV@1hit: 0.4
- SV: 120
- HL: 37.5
- IC: 37.5
- LF: 30
- HF: 30
- AI: 30 aprox.
- LL: 25
- AC: 24
- CR@2: 22.222...
- DS: 20
- AC+AI(100): 18 aprox.
- CR@1: 11.111...
- RL: 10.25..
- BC@2: 8.571428...
- GC: 8.571428...
- DE@2: 5.45...
- BS: 5
- BC@1: 4.285714...
- BO: 4
- PC: 3
- DE@1: 2.72...
- HL: 112.5
- AC: 96
- LF: 90
- SV: 80
- LL: 75
- CR@2: 63.49206349
- HF: 45
- AI: 45 aprox.
- AC+AI(100): 36 aprox.
- CR@1: 31.74603175..
- RL: 10.25..*3? = 30.75
- DS: 25
- BS: 15
- IC: 12.5
- GC: 11.428571...
- BO: 8
- DE@2: 6.54...
- BC@2: 6.428571...
- DE@1: 3.72...
- BC@1: 3.2142855...
- PC: 3
Carrier Group(AC+AI(100)) Min/Cry ratios:(a small amount of them)
- AI: 500/500 = 1 + AC: 25k/25k = 75k/75k = 1
- AI: 500/500 = 1 + AC: 30k/20k = 80k/70k = 1.428571...
- AI: 500/500 = 1 + AC: 40k/10k = 90k/60k = 1.5
- AI: 600/400 = 1.5 + AC: 25k/25k = 85k/65k = 1.307692308
- AI: 600/400 = 1.5 + AC: 30k/20k = 90k/60k = 1.5
- AI: 600/400 = 1.5 + AC: 40k/10k = 100k/50k = 2
- AI: 750/250 = 3 + AC: 25k/25k = 100k/50k = 2
- More combos could be made up to get a desired ratio for the AC+AI(100). AKA Carrier group.
- LF: 3
- HF: 1.5
- CR: 2.857142...
- BS: 3
- BC: 0.75
- BO: 2
- DE: 1.2
- DS: 1.25
- SC: 1
- LC: 1
- CS: 0.5
- RE: 1.666...
- EP: 0
- SS: 0
- RL: infinite
- LL: 3
- HL: 3
- IC: .333...
- GC: 1.333...
- PC: 1
- SSD: 1
- LSD: 1
- ABM: 4
- IPM: 5
Combat Notes:
- The AI is now an early escort for SC/LC/BO. This is an alternative to a carrier to get sufficient fuel/range. Albeit much less fuel efficient in large numbers.
- The AC is a likely escort for LF/DE/BO combos. it brings the AI with it.
- The SV is potentially a natural escort for HF/SC combos.
- An SV and HF can be guarded by SC just like and to near the affect of DE/BO and LF!
- I believe AI should fire before LF.
- AC and SV may also need to fire before LF.
- The HF should now have added benefit vs carriers or AI because of it's chance to 1 hit kill over LF(needed to aid LF against AI potentially.). This gives it more purpose again in game and helps re balance the entire circle of ship uses that already existed. Re giving all ships their original roles even more acutely than before.
- A Carrier Group(AC+AI(100)) cost 150k total mineral + crystals making it one of the most expensive ships in the game.
- A Carrier Group also has 1,050 total damage vs normal ships(more if AI are present because of RF).
- The DE, like other ships, is better at countering the Carrier the more carriers there are. The carrier seems to naturally get weaker against ships as you increase their numbers...
- The HF is now very powerful against AI and carriers defense/offense wise. It now has a good role compared to the LF. This should bring it's use back a little more and give BC and other ships back into normal use besides just against CR.
- The BS may or may not have a new role like the HF. It depends how it interacts in the new environment. It may be good against SV though, or mixed properly with other ships for added hits against capital ships, or mixed with BC against other ships in general. (I take that back. It has it's original role. A much more, cost effective, anti HF/fodder over the BC and DE. And now HF are a little more useful per say.)
- The BC may be a good natural counter to the SV. The SV is also a good counter to itself. If not alone with other ships. This is also true of the SV against the Carrier. It is the Key that opens the lock to make some other ships more effective against it in a battle. The cruiser being a potential example of this.
- AI also give new use for HL and IC as well as being good at killing GC and PC proportionally to cost.
- The AI is also a good escort for the DS.
The post was edited 1,034 times, last by Articulon: Readjusting values! ().