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Campaign - Defense Time
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Author:  toxic9813 [ Tue Jun 05, 2012 12:48 am ]
Post subject:  Campaign - Defense Time

Let me preface this with, I f***ing love B27. I forsee many sleepless nights of conquering the planet as Coalition.

Anyway, I've noticed that when I'm defending my site, I always end up attacking. When the enemy AI is basically finished sending troops, he just sits around and digs. And digs. Forever. On the desert map that has literally no gold, I waited ten minutes waiting for the enemy brain to quit digging and come at me. I was basically out of gold, and had a turret drone with no legs guarding my brain. Totally immobile and unable to root out the enemy brain, I spent my last ~110oz and bought a skeleton with a cheap gun and a drop crate. I managed to work my way to the brain, and very, very carefully... get slaughtered, and I was then forced to lose because the enemy brain would not leave my base, and I was fully capable of defending.

I mean, not really "lose" but it was impossible to continue, because neither me or the AI could/would (respectively) do anything to the others' brain.
Does anyone else experience this periodically? Or am I the only one?

If others do have this, my quick suggestion is a time limit on the AI's time to attack you, that resets every time he buys a unit.

Thoughts? Discuss?

Author:  Razumen [ Tue Jun 05, 2012 7:51 am ]
Post subject:  Re: Campaign - Defense Time

I believe Data stated in one of his videos that he intends to either make the enemy brain attack when he runs out of funds or call in a dropship so he can escape (Which when brains become a limited resource, is one tactic we'll be able to use too). I guess the tricky part will be coding the brain to decide whether or not there is enough gold in the immediate area to continue mining for attacks.

Author:  dragonxp [ Tue Jun 05, 2012 4:09 pm ]
Post subject:  Re: Campaign - Defense Time

In fact in the desert map there is gold located far beneath the land. I would say maybe 10 or 15 actor lengths down. The gold is also extremely plentiful once you have found it. It's best to keep a reserve of infantry in some area of your base by designing the base and adding a room with maybe 5 units of infantry.

Author:  Mirefrost00 [ Tue Jun 05, 2012 5:25 pm ]
Post subject:  Re: Campaign - Defense Time

Heh, as the old saying goes, "The best defense is a good offense." I typically have at least 500 oz. laying around in a defense, and always a guy still down in the mines I dug when assaulting the site. After wasting the enemy's assault slugs, I send some bad news his way. Blast Runners are now a HEINOUSLY effective tactic. :D

My problem is not bankrupting my enemy too quickly. I want a good long campaign. Guess I'll try a 4-way campaign next.

Author:  Malamo999 [ Wed Jun 06, 2012 6:02 pm ]
Post subject:  Re: Campaign - Defense Time

Mirefrost00 wrote:
My problem is not bankrupting my enemy too quickly.
Yeah, it can be over before it's even started, it seems sometimes.

Author:  Daman [ Wed Jun 06, 2012 6:55 pm ]
Post subject:  Re: Campaign - Defense Time

Razumen wrote:
I believe Data stated in one of his videos that he intends to either make the enemy brain attack when he runs out of funds or call in a dropship so he can escape (Which when brains become a limited resource, is one tactic we'll be able to use too). I guess the tricky part will be coding the brain to decide whether or not there is enough gold in the immediate area to continue mining for attacks.


On that dropship idea, the dug-in brain would have to drop all his items to have any chance of making it up to escape. It'd require some great AI to jetpack correctly to hop ledge by ledge up to the dropship. I don't think it'd be practical.

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