Logo Platform
logo amplifiers simplified

Why does the AI always attack at first sight?

Reply
Copied to clipboard!
13 years ago
Nov 3, 2012, 11:42:06 PM
I'm of a different opinion: scouts shouldn't be used as toss-away units at all but rather as forward observation units with the purpose of testing and exploring the territory up until making contact with another faction and then withdrawing without engaging i.e. fighting the encountered faction.



I already advocated HERE that, among other things, scout ships should be given a deeper, better and more lasting function/purpose in the game...



In short: scout ships should be difficult to destroy because they are small and lightly armed and their crews are well aware that engaging doesn't make any sense, so it's scout and run all the way. This IMHO has not properly been implemented in ES, where scouts are just weak fast units begging to be trapped as destroyed.
0Send private message
13 years ago
Oct 25, 2012, 9:28:31 PM
How do you figure that?

If their ships cross paths with any of my ships, my ships are attacked instantly.



That's when they bother me, and I build up a small fleet to obliterate them.
0Send private message
13 years ago
Oct 30, 2012, 10:14:32 AM
Ahielia wrote:
That's when they bother me, and I build up a small fleet to obliterate them.
Aggression breeds aggression, war breeds war.
0Send private message
13 years ago
Oct 30, 2012, 4:54:43 PM
adder wrote:
Aggression breeds aggression, war breeds war.




Eye for Eye, huh? smiley: biggrin
0Send private message
13 years ago
Oct 30, 2012, 5:28:31 PM
tredecim wrote:
eye for eye, huh? :d


|

|

|

|

|

|

|

|

|

|

|

|

|

|

|

|

|

|

v
0Send private message
13 years ago
Oct 30, 2012, 6:53:56 PM
Eye for an eye?



no, an eye for a head, teach these savages who's boss!
0Send private message
0Send private message
13 years ago
Oct 30, 2012, 9:00:29 PM
Come and see, come and see!

A new exchange rate has been set, make you move now and get 1 head for 2 eyes!



Got a head to spare? You'll get 1.5 eyes in return! (special offer, only on Monday)
0Send private message
13 years ago
Oct 31, 2012, 10:07:49 PM
coyote303 wrote:
The AI actually reflects my own behavior. I don't want no stinking scout coming through my space (or what will eventually become my space). So, I shoot first.



I think it's interesting that there are two distinct camps on this, and both camps think the other is nuts for their short-sighted view!




This. I'm not even remotely interested in a future enemy being allowed to scout my territory and plan what systems they want to attack so as to most efficiently cripple me. And as mentioned in other posts, skirmishes don't always result in war. Mostly don't actually. Testing someone's position has gone on since we first started organizing societies. And anyone going to war over a piddling scout is just looking for war. They are toss away units. In game, and in reality. Sure you pref not to lose em. But not gonna go to a war creating skull pyramids over one.



And I have yet to declare war on anyone. They always oblige. So I guess that makes me one of the 'good' players. Tho I tend towards wars of extermination once someone pisses in my cornflakes. Or surrender with 2 systems handed over.
0Send private message
13 years ago
Nov 3, 2012, 9:57:57 PM
Sleel wrote:
This. I'm not even remotely interested in a future enemy being allowed to scout my territory and plan what systems they want to attack so as to most efficiently cripple me. And as mentioned in other posts, skirmishes don't always result in war. Mostly don't actually. Testing someone's position has gone on since we first started organizing societies. And anyone going to war over a piddling scout is just looking for war. They are toss away units. In game, and in reality. Sure you pref not to lose em. But not gonna go to a war creating skull pyramids over one.



And I have yet to declare war on anyone. They always oblige. So I guess that makes me one of the 'good' players. Tho I tend towards wars of extermination once someone pisses in my cornflakes. Or surrender with 2 systems handed over.


I still can't agree on this, but it has been said: we have 2 camps on this.

And about scouts being toss away units, that's a very bad (military) point of view. A persons life is always worth the same whether they are "basic" units or specialized groups.

(that's why I've never liked army people :aldersmiley: smile
0Send private message
13 years ago
Nov 3, 2012, 10:00:21 PM
Bloody slaves! They mean nothing to my war machine, and enemy scouts? Food for my young!



The women hunger for war adder, will you not heed the call?
0Send private message
13 years ago
Oct 25, 2012, 7:38:02 PM
Ahielia wrote:
It's more along the lines of "don't bother me, and I won't bother you".




And it works pretty well that way smiley: biggrin
0Send private message
13 years ago
Nov 3, 2012, 11:45:36 PM
n18991c wrote:
I'm of a different opinion: scouts shouldn't be used as toss-away units at all but rather as forward observation units with the purpose of testing and exploring the territory up until making contact with another faction and then withdrawing without engaging i.e. fighting the encountered faction.



I already advocated HERE that, among other things, scout ships should be given a deeper, better and more lasting function/purpose in the game...



In short: scout ships should be difficult to destroy because they are small and lightly armed and their crews are well aware that engaging doesn't make any sense, so it's scout and run all the way. This IMHO has not properly been implemented in ES, where scouts are just weak fast units begging to be trapped as destroyed.




Well said, but often scouts are the glass-type-guys... (in other games too)
0Send private message
13 years ago
Nov 3, 2012, 11:47:31 PM
Tredecim wrote:
Well said, but often scouts are the glass-type-guys... (in other games too)




Yeah although this is neither really useful in the game nor realistic.
0Send private message
13 years ago
Nov 3, 2012, 11:51:38 PM
I would suggest altering the scout. Give it no weapons, but a "special ability" of sorts that allows it a good chance to escape from a attack.
0Send private message
13 years ago
Nov 3, 2012, 11:53:02 PM
Atlantis_Risen wrote:
I would suggest altering the scout. Give it no weapons, but a "special ability" of sorts that allows it a good chance to escape from a attack.




Good idea, good idea!



@ n18: ofc, you are right - but most games work like this..
0Send private message
13 years ago
Nov 4, 2012, 12:24:32 AM
A special ability from its sensor module right?
0Send private message
13 years ago
Nov 4, 2012, 12:27:54 AM
Igncom1 wrote:
A special ability from its sensor module right?




For example, or something similar smiley: smile
0Send private message
13 years ago
Nov 4, 2012, 1:01:55 AM
Igncom1 wrote:
A special ability from its sensor module right?




Something like that. A special scout ability that represents it's excellent speed and sensors.
0Send private message
13 years ago
Nov 4, 2012, 1:31:09 AM
For a cost in Dust you send the scout on a (distance related) stealth mission to gather intelligence on a system without losing the scout, intelligence gathered stats from the time the scout arrives and lasts for 5 turns.



Sort of ability's like that?
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message