Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
also having the AI research random stuff instead of going for cruisers and weapons right away would be better. and if the AI would have to get resources instead of pulling them out its arse would also make the game more interesting since you could starve it.
another change i'd think would be nice are "regenerating" asteroids in the starting system. just like in old CnC games (red alert 1+2 for example), where you could empty a gold field but the drill in the middle slowly spits out more and replenishes the field, we could empty the asteroids if we send too many mining ships but they slowly regenerate
Agreed, might be 'easy' for some players but its... on the level of easy lol. Plus also agreed on the resource thing, it was pretty disheartening to find out the nodes where drained, and the AI was still able to keep producing double cruisers constantly. Seeing as the player does not get infinit minable astroids... made kind of pointless and trying to shove a aggressive play style only game play.
That would be cool, and would still give a point to expanding too. Yet let the game last as long as it needs to depending on what the players have in mind. A rusher can still work, or a turtle can still work. With out a invisible timer being forced.
I mean...and this is for feedback purposes. When do you want to have your first pitched battle in the game? Like ideally after how long after the match starts?
Not asking for the AI to just stop, but if it rushed for say, defence turrets and research stations, the player won't have to try and copy it to stay in the game with out exploits (like the fighter control rate of fire lol)
If the AI at some point rushed ore processing and repair station..... it won't be forcing the player to go for cruisers them selfs to keep up.
As for a main battle time, I don't really care when it happens, if it becomes too predicable that in its self will make the AI too easy to predict and plan for. A good match with the AI still 'suprizes' the player if I'm making sense.
if it's just a change for now i'd like my peace for 30 minutes i guess, the few matches i've played it always came around 15-20 minutes and that was too early for me.
but in the end i don't mind the AI attacking me earlier, i just hate that rush strategy to go only for attack right from the start with maximum efficiency. the AI can do that on higher difficulty but easy should be... well.. easy.
years ago i played a few matches starcraft 2 against random people (don't know if it's still like that but back then you had to play a few matches for the game to put you in the league it thought you belong and i only played these test matches). i thought k, everyone's doing that rush-♥♥♥♥, i don't wanna lose, i do it myself and boy was i wrong. one guy was good and killed me, the others didn't even know what happened to them because they either weren't experienced at all or were playing like i usually play, they tried getting some tech (one guy had a siege tank, a single ghost and was building a nuke without anything else, the other only had a few overlords flying around, maybe he was completely new to SC2 and zerg). i just went in with a few units and won. these matches weren't fun, neither for me because i only focused on getting a few specific things while ignoring all the diversity the game offers, nor for them because they were killed quite fast.
playing SC2 against AI is a lot more fun on the other hand (also playing with other players together against AI), there's no need to rush specific tech, you can try different combinations, you have time to do stuff while having some fights and larger battles here and there too and that's how i hope PvE will be in EA2 as well, i want small fights around the map, i want the AI to attack me, to build stuff but i don't want it to rush. why does the first wave come with cruisers? why isn't the first wave after 10-15 minutes just with fighters? stuff like that
yeah, why not, have some outposts on the map that have to be overtaken, the few times i was in another system i only saw random ships but no hostile stations? they were empty?
I agree, the way the AI is made right now, it seems like we're being forced to do only a small number of strategies even on easy mode. An RTS game should really balance out the AI to make a broader number of strategies viable, at least, again, on easy mode.
Both going offensive and defensive should both be strategies that can work, because different people simply act and want to play the game and enjoy it the way they want to, and if the game isn't properly designed for it, you're really limiting your audience. Me, I'm all for a system where there are unlimited resources in a system, all because that's what's required for a strategy that involves turtling, which is something that should be viable as a tactic.
My point is, designing an RTS game where only one type of strategy can really effectively work, in this case, going virtually completely offensive, as opposed to waiting out an AI or trading to build up a strong economy, is ultimately a poor design choice.
Speaking of trading, that really needs to be a more integral part of the game, which I assume will be implemented better in future updates.
That said, Rob definitely wants people to appreciate the diversity the game has to offer. A more passive AI might allow people to do that. At higher difficulty settings the AI already does setup defences...usually in unproductive areas the player will or won't run into, but that's another issue, haha.
I think we also need to remember how the AI cheats. It cheats because it unlocks multiple techs based on the game time that has passed. And...well...so do you. Not to the extent the AI can. It gets several techs and chooses amongst them when building...it never "researches" anything, it just won't pick a high-tech item in the first 20 minutes. You unlock one at a time based on how much power you've allocated.
It doesn't have infinite resources. You can seige an AI base down easily as well. It's my go to strategy, actually. A few corvettes with shields, pop all the miners...focus fire the ships it makes a few times...and it's done. I can then have a nice peaceful time opening my Okea boxes or achieving the economic victory.
Just one more thing: There is an economic victory. You can setup defense platforms and just build goods at the Goods Factory and win the game. Just enable it at the beginning of the game.
Part of the problem it just that, the AI always bum rushes a few guns and cruisers. Unless you went shields and some gun, or went the same path you gotta just pump out ships. Every game its the same as well, the AI always goes for cruisers and a few guns. This gives the feel of you need to go one way..... kind of creates a 'meta' I suppose. Said meta is not what the players like, some like to explore, some like to just try things out and not have a cruiser that laughs at them show up right away lol.
So they lose, and try again.... just to have that cruiser show up with almost the exact same load out and they die again. The player then may copy the AI, and find out they can now do battle, but some like me, feel like we shot our selfs in the foot in the process because of all that wasted ore (granted I find a way to have both, sheilds and lazors with ore seemed to work ok)
If the AI did other things randomly, make a defence plat form to hold a out post, actually battled with other AI fleets in the sector (not just drive by shootings or simply both on route to your base ignoring the fact another enemy faction cruiser is right behind them lol) it would make the player feel like they have more room to 'play' the game with. Its not a on rails game after all but it does feel that way starting out which well... most of us are at lol.
It does not have infinit resources? It seems to, pumping out fleets of cruisers after all rocks where dry and me trying to starve them out... hmm... might be a bug, but hard to tell.
Eco victory... not my thing though. Tis a fortify and hold kind of player. Then send a few good quality units out to break them.
Seeing how the playerbase is currently complaining about AI cruisers, the AI should definately keep a cruiser fixation of some kind or there could somehow be a tech related to making cruisers more robotic
Spending more time it seems they just go point to point, they enter a system, and maybe go to the middle, and choose the next course, or just straight to the next. They don't see any hostiles until fired on and don't react to other even though they are enemy's. Hopefully though they are bit more... reactive as the updates come.
Techs need better information about what they do, easy should be easy, and a tutorial showing the player how everything works is required, traders should show up more offten or the players need a way to sell their goods to planets and or calling a trader, the ai needs to do more then rushing the player and react to each other when there is multiple ai rivals.
Then there is mp support players, i have tried to randomly join a couple games and play planned games with others and communication is a big issue in both cases. You join a game and have no way to do anything the ceo wants you to do, you cant ask them in any way unless they react first. If you screw up which i have done allot then you are going to get kicked from the game or you will just end up leave the game instead, as for planned games voice chat is a must as else you will be stuck typing something in steam chat as you are getting attacked or while you are not researching anything you are busy chatting.
I am sure there are more ways then one to win, but most people wont get the chance to learn that at the moment.
The AI will definitely be more re-worked. After all, I played a build of this game that would ironically seem more to your liking...on Easy the AI only left their home system to pursue ships. It would occasionally capture other systems and send ships to those systems. But you never saw them build anything better than red laser cruisers and they would never get to your base before the 45 minute mark. I'll ask Rob is he can't just copy and paste that AI script and make it a new setting.
However, this game is a combat centered game. Expect early action at all points. I'm kind of surprised there's such a vocal community about this on the forums. On Discord the biggest feedback is that there isn't much to do againste the AI OR human players until you've researched for 10 minutes straight. They complained you sat around "most" of the game waiting for things to research or finish construction.
This isn't a "one play style" type game. Sins has some exceptions, in that they have more victory types but again, it's a game about expansion and combat. This one is faster than Sins, but plays similarly. The planets are neutral and have several enemy fighters that will punish you if you just send a troop ship or outpost to the system. Eventually, you have to kill your enemy. No matter what you need a sizable fleet. And you can't be too picky about what weapons they have. I know that 3 minutes 20 seconds doesn't sound like a long time...but you should build some red laser corvettes rather than wait 3 minutes 20 seconds to build green laser corvettes or wait another 3 minutes 20 seconds to build blue laser corvettes.
I encountered a player in EA 1 that refused to build units until he hit the end of the tech tree in a particular weapon group. Saying that his troops with other equipment would be "trash" without it. Meanwhile I would kill him in the first few minutes of the game with the first tier unlock of any given weapon tech.
This version of the AI has an aggressive personality. It's trying to win the game, and pretty directly too. In time, there will be more to it than that. But at the end of the day...Rob wants you to build ships and fighters in the early game to give Executrons (and yourself) something to directly control. That's where the "fun" is.