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Proposal for campaign changes

#34
Sorry for the long post, but I had some ideas mainly for the campaign AI and thought I could share it here (correct me if it’s the wrong place). I’m relatively new to the game at about 200 hours so I’m sorry If I recommend some stuff that is outright stupid (lol) or hard to implement.

General:

I think a good idea would be to bring back individual resources as it would add a better feeling of progression and challenge to the game. It prevents you from facing the DWG with lasers and makes resource gathering more important. I don’t think it would be hard to grasp for a new player since you similar resource systems are already there in many games.

Changes to strategic AI:

The enemy will start with a set number of ships determined by the difficulty level and can build new ships based on its economy. So if you let the enemy capture your resource zones or keep them unoccupied for too long they will become stronger (this could be limited to the faction you are at war with so that endgame factions don’t become too strong). Certain ships could be set to spawn in specific places to make them unique. The AI could also actively try to attack your resource zones and keep you under pressure. So you would either have to attack or prepare defences to grind the enemy down. Certain strategic locations like a strait leading to a resource zone could be marked so that the enemy AI builds defensive structures there. You could even have fortress deep inland or even under the sea which you could attack with ground units or submarines.

Rock Paper Scissors System:

I think a rock-paper-scissors approach would be a good idea to prevent the single ship meta and encourage combined arms. Ships built for the factions could have different roles and things they are good at countering. These counters could be divided into four main groups: Submarines- Surface vessels- Aircraft - Spacecraft. They could be later classified according to their size. So the ships built by the player could also be put into one of these groups based on its average altitude and size.

So when you fight an enemy fleet with a small bomber, the enemy will be (kind-of) aware of what type of unit you’re using and send an anti-aircraft unit to counter it in a later battle. The strength of the enemy units and how quickly they get there could be adjusted by a difficulty slider so that it’s not too overwhelming for new players. This means that you need to build different types of ships to counter different threats and so does the enemy AI. The strength of the fleets the enemy sends could be calculated using another metric.

Threat Level:

To make the enemy AI smarter a threat level calculator could be added. When an enemy fleet fights with your fleet the number of blocks in a ship, the number of weapons, its speed and the materials it is made out of are analysed to create a threat level. So craft which are bigger, faster and have more weapons and use expensive blocks will be seen as a greater threat while small and slow ones are seen as a smaller threat. The enemy AI will then engage these fleets accordingly. So If you have a big battleship with lots of guns, the enemy will send larger more powerful fleets to counter it. So it will become harder to finish off an entire faction with one ship. If you have a small raft the enemy will send weak ships so that it won’t be too hard for beginners. Large ships would be still viable considering they are strong enough to face the growing enemy fleets. You could also use large ships to distract enemy forces from other important strategic locations and make surprise attacks.
The threat level can also increase with the reputation of the fleet. So if a ship has won many battles and destroyed a lot of enemy ships it will be seen as a big threat. So the AI will act more cleverly and will try to send bigger fleets to counter your craft. Since the reputation of a fleet increases over time there is a progressive increase in difficulty. The difficulty of the fleets the enemy sends could be adjusted from the campaign difficulty menu.

To make it meaningful to keep your ships alive for a long time something like a level system could be added to ships. So as the level of a ship increases it gains certain buffs to accuracy speed etc. as the crew is gaining more experience. This level could be capped at 5 or something to prevent things from becoming overpowered.
With this system, you could make small hit-and-run craft that raid weaker enemy ships and get away before reinforcements arrive. Together with an improved detection system you could make wolfpacks which attack convoys and over time the enemy adds escorts to its convoys to protect them and you will have to try a different tactic. Having these counters will force you to use different units and make to game more varied and interesting.
 
The capture system:

I think capturing ships could be a pretty interesting mechanic and would feel more rewarding with different resources added. To prevent capturing from being too OP :
1.       To capture a ship its health must be below 80% and most of its main weapons should be destroyed.
2.       Sentry turrets could be added to defend vital components.
3.       After you capture it, the ship will be marked as “Captured” and scrapping it will give only 25-50% of the resources it was made of)
So you could destroy DWG ships and scavenge them for wood to make your own wooden vessels but since it’s only wood you couldn’t make particle canons or other endgame stuff.

TL;DR

-Multiple resources
-Growing enemy fleet strength
-Rock-Paper-Scissors and specifically built counters
-Dynamic threat level which increases as your craft win battles
- Harder to capture ships which give 25-50% of the resources they’re made of (Wood from a wooden craft) when scrapped.
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Messages In This Thread
Proposal for campaign changes - by Nick Smart - 2019-08-19, 04:29 PM
RE: Proposal for campaign changes - by MarijusLTU - 2019-08-19, 05:23 PM
RE: Proposal for campaign changes - by Skyer - 2019-08-19, 05:19 PM
RE: Proposal for campaign changes - by Domanating - 2019-08-19, 05:54 PM
RE: Proposal for campaign changes - by mrvecz - 2019-08-19, 06:11 PM
RE: Proposal for campaign changes - by Pendaelose - 2019-08-19, 06:50 PM
RE: Proposal for campaign changes - by Shrugger - 2019-08-19, 07:26 PM
RE: Proposal for campaign changes - by Nick Smart - 2019-08-20, 01:55 AM
RE: Proposal for campaign changes - by Eagle - 2019-08-19, 07:58 PM
RE: Proposal for campaign changes - by ABYAY - 2019-08-19, 09:46 PM
RE: Proposal for campaign changes - by IronFudge - 2019-08-20, 01:54 AM
RE: Proposal for campaign changes - by DelsGaming - 2019-08-20, 07:35 AM
RE: Proposal for campaign changes - by Nomadicus - 2019-08-20, 08:42 AM
RE: Proposal for campaign changes - by temeter - 2019-08-20, 09:29 AM
RE: Proposal for campaign changes - by Otharious - 2019-08-20, 02:58 PM
RE: Proposal for campaign changes - by elijos - 2019-08-20, 04:28 PM
RE: Proposal for campaign changes - by vyrus - 2019-08-20, 06:06 PM
RE: Proposal for campaign changes - by Eagle - 2019-08-22, 09:10 AM
RE: Proposal for campaign changes - by mrvecz - 2019-08-22, 05:39 PM
RE: Proposal for campaign changes - by SynthTwo - 2019-08-26, 05:37 AM
RE: Proposal for campaign changes - by joey101937 - 2019-08-26, 08:26 PM
RE: Proposal for campaign changes - by mrvecz - 2019-08-26, 10:29 PM
RE: Proposal for campaign changes - by Lincrono - 2019-08-27, 02:46 AM
RE: Proposal for campaign changes - by Iserion - 2019-08-27, 10:12 AM
RE: Proposal for campaign changes - by Pendaelose - 2019-08-27, 07:26 PM
RE: Proposal for campaign changes - by Mr.YaR - 2019-08-28, 12:43 AM
RE: Proposal for campaign changes - by Pwnicus - 2019-08-28, 01:06 AM
RE: Proposal for campaign changes - by Normal69 - 2019-08-28, 08:37 AM
RE: Proposal for campaign changes - by Normal69 - 2019-10-10, 10:25 AM
RE: Proposal for campaign changes - by riganthor - 2019-10-10, 11:42 AM
RE: Proposal for campaign changes - by Normal69 - 2019-10-10, 02:50 PM
RE: Proposal for campaign changes - by TheOnly8Z - 2019-11-07, 08:10 PM
RE: Proposal for campaign changes - by bricox01 - 2019-12-04, 08:51 AM
RE: Proposal for campaign changes - by LoSboccacc - 2019-12-04, 06:53 PM
RE: Proposal for campaign changes - by Pyrotech51 - 2019-12-04, 08:02 PM
RE: Proposal for campaign changes - by bricox01 - 2019-12-08, 02:09 AM

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