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Why does the AI always attack at first sight?

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13 years ago
Nov 4, 2012, 2:21:18 AM
Igncom1 wrote:
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?




Sounds good. Like a cloaked intel mission.
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13 years ago
Nov 4, 2012, 9:47:37 AM
Igncom1 wrote:
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?




Maybe not quite using dust, perhaps the scout ship could be expensive and only build able a certain number of times, thus leading to it having to be used wisely....



I agree though that weapons and armaments are all really a waste of time on scouts... maybe scouts should have different modules altogether, with more variety offered to players in the support module section...
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13 years ago
Oct 23, 2012, 11:52:15 AM
I think one of the issues is that scouts are, strictly speaking, classified in ES as combatant vessels (just like all other vessels in the game) since they may be used by players wishing so to attack other ships and besiege systems. If scout and colony ships had an individual, distinctively non combatant role more akin to peaceful exploration and/or civilian purpose, then perhaps the AI wouldn't immediately engage them on sight.
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13 years ago
Oct 22, 2012, 4:22:21 PM
True, having my scout ships beeing attacked without provoking the enemy(im just a friendly scout oO') is kinda bad sometimes. I'm not that peacy player like you, but I understand your point of view. Maybe some changes will be made in the near future to allow easier peace treates with AI and players.
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13 years ago
Oct 22, 2012, 5:13:30 PM
I really think that the initial 'cold war' status with newly discovered races should be non-violent (that's why its cold!). If they attack your ships, that's an act of proper war.
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13 years ago
Oct 22, 2012, 5:15:23 PM
Atlantis_Risen wrote:
I really think that the initial 'cold war' status with newly discovered races should be non-violent (that's why its cold!). If they attack your ships, that's an act of proper war.




Yep, it's a bit annoying when I go scouting, meet a new system and boom, Scout dead smiley: biggrin
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13 years ago
Oct 22, 2012, 8:34:30 PM
Atlantis_Risen wrote:
I really think that the initial 'cold war' status with newly discovered races should be non-violent (that's why its cold!). If they attack your ships, that's an act of proper war.




Reality doesn't really bear this out. There have been plenty of skirmishes between nations on land, in the air and at sea where men have been killed, planes have been shot down and ships have been damaged and sunk that didn't result in war. Some eventually did, some were immediately seized upon as an excuse for war, and some didn't at all, so I think the current situation where attacking someone's ships makes them dislike you but not necessarily go to war is appropriate.
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13 years ago
Oct 22, 2012, 11:52:22 PM
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!
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13 years ago
Oct 22, 2012, 11:54:15 PM
I think it should be based on the race. Cravers attacking scouts on sight is not a surprise, but you should be able to pass by a Sophon ship without instant combat.
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13 years ago
Oct 23, 2012, 12:16:12 AM
I like denying information to a possible opponent, so I always go for the kill.



By leaving their home world they technically enter my space, so I am well within my rights to wipe them out and not feel bad about it. 3smiley: smile



But yeah, races like the Cravers get science from killing ships, so it really helps to be feed scouts.
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13 years ago
Oct 23, 2012, 12:56:49 AM
Ahielia wrote:
If a bunch of warships showed up at one of their planets, then I would understand how it could result in a battle, but scout ships?




Meltreness wrote:
True, having my scout ships beeing attacked without provoking the enemy(im just a friendly scout oO') is kinda bad sometimes. I'm not that peacy player like you, but I understand your point of view. Maybe some changes will be made in the near future to allow easier peace treates with AI and players.




Atlantis_Risen wrote:
I really think that the initial 'cold war' status with newly discovered races should be non-violent (that's why its cold!). If they attack your ships, that's an act of proper war.




Francis Gary Powers would probably agree with you. History, however does not.
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13 years ago
Oct 23, 2012, 8:27:26 AM
What do you do when an AI scout enters your territory?



Every system they scout will later, once you go to peace, give them a trade route and thus an advantage.



You might or might not care about this.



But when competing for victory destroying scouts helps to prevent the competition from getting trade-routes and thus improves your odds.
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13 years ago
Oct 23, 2012, 10:31:37 AM
I think it should be based on the race. Cravers attacking scouts on sight is not a surprise, but you should be able to pass by a Sophon ship without instant combat.


Yes, and inversely, if you think an empire is going to be an enemy (like it is usually with Cravers), it only makes sense to attack their scouts.
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13 years ago
Oct 22, 2012, 4:12:24 PM
What the title said.

If a bunch of warships showed up at one of their planets, then I would understand how it could result in a battle, but scout ships?



I like to play peaceful games as much as I can, in almost all RTS I play, and ofc I do it in Endless Space too.



If I met another race in my travels, if they attacked me when we've just met, I couldn't ever trust them again. I don't have much to spare for those who attack unprovoked.

What's more, after I've accepted peace, they keep pestering me for open borders. Is it possible to say to the AI: "Hell no, you attack me unprovoked, I'll shoot you before you're allowed into my land!"?
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13 years ago
Oct 23, 2012, 12:17:12 PM
Fenrakk101 wrote:
I think it should be based on the race. Cravers attacking scouts on sight is not a surprise, but you should be able to pass by a Sophon ship without instant combat.




I would agree with this. Having the AI always attack scouts on site is a drag.
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13 years ago
Oct 23, 2012, 2:01:50 PM
n18991c wrote:
I think one of the issues is that scouts are, strictly speaking, classified in ES as combatant vessels (just like all other vessels in the game) since they may be used by players wishing so to attack other ships and besiege systems. If scout and colony ships had an individual, distinctively non combatant role more akin to peaceful exploration and/or civilian purpose, then perhaps the AI wouldn't immediately engage them on sight.


I've had plenty of seeder ships (without weapons of any kind) being attacked by the AI, whether it is Cravers, Sophons, Amoeba or any of the other races.
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13 years ago
Oct 23, 2012, 2:57:32 PM
I agree that it is not always very logic that the AI attacks your scout just like that.

I believe it should be like this:



"Good" races: never

"neutral" races: chance is 1 out of 3

"Evil" races: always
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13 years ago
Oct 23, 2012, 3:09:11 PM
adder wrote:
I agree that it is not always very logic that the AI attacks your scout just like that.

I believe it should be like this:



"Good" races: never

"neutral" races: chance is 1 out of 3

"Evil" races: always




i think this would be a good way to set the behavior for each faction, currently they don't really serve a reason
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13 years ago
Oct 23, 2012, 3:49:09 PM
Agree with you adder.



If, for example, Sophons attacked a UE colony ship then this serves the purpose because of denying UE the chance to populate another system which, particularly if it's located near Sophon space, could eventually threaten Sophon space (staging ground etc.). However, when it comes to attacking a transport full of civilian settlers, then I believe one would have to think very hard before making a call to destroy it, so like you suggested adder, some thought should go into that and not all races should react aggressively towards scouts and particularly colony ships...



Perhaps there could be a "disable only" command? That could lead to scouts and colony ships turning back after having been engaged, something along the lines of "our colony ship was harassed and our brave settlers have thus decided to turn back.."
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13 years ago
Oct 23, 2012, 4:15:15 PM
n18991c wrote:
Agree with you adder.



If, for example, Sophons attacked a UE colony ship then this serves the purpose because of denying UE the chance to populate another system which, particularly if it's located near Sophon space, could eventually threaten Sophon space (staging ground etc.). However, when it comes to attacking a transport full of civilian settlers, then I believe one would have to think very hard before making a call to destroy it, so like you suggested adder, some thought should go into that and not all races should react aggressively towards scouts and particularly colony ships...



Perhaps there could be a "disable only" command? That could lead to scouts and colony ships turning back after having been engaged, something along the lines of "our colony ship was harassed and our brave settlers have thus decided to turn back.."




Good idea with the disable function smiley: smile
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