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Posted

Hi,

Before I beginn, I want to say that I don't fear the following as starting problem, because it is kinda expected that the first version(s) of the campaign will have a lot of problems, but rather that the "final campaign" would have this problem.

 

Right now, when building a ship, one can save ignore a couple of otherwise important factors:

prime example would be cost and range, but even speed is relative since ships never really disengage and hence you don't "win" by successfully disengaging, despite the fact that in real life, such think would often be viewed as success.

 

Now when we are going into the campaign, cost will be a factor and so will be range.

At least for the player.

And there is a bit a point of worry for me: this wouldn't be the first game where the AI simply ignore gameplay mechanics in order to be "better".

Meaning that Ai fleets perhaps would have ships in places they couldn't have because of the range the build them. Which of course means that the player end up in situations, where in a area he should be encounter ships with long or at least medium range we would encounter ships which save that displacement and spent it into more guns/armor. 

And this is only one example. What is if the Ai doesn't actually have "real" fleet but instead auto generate they ships for each engagement?

In other words... there are a lot of small thing potentially bad for the campaign. 

I really hope that the Devs avoid too many short cuts in order to make the campaign AI work.

  • Like 1
Posted
2 hours ago, SiWi said:

Hi,

Before I beginn, I want to say that I don't fear the following as starting problem, because it is kinda expected that the first version(s) of the campaign will have a lot of problems, but rather that the "final campaign" would have this problem.

 

Right now, when building a ship, one can save ignore a couple of otherwise important factors:

prime example would be cost and range, but even speed is relative since ships never really disengage and hence you don't "win" by successfully disengaging, despite the fact that in real life, such think would often be viewed as success.

 

Now when we are going into the campaign, cost will be a factor and so will be range.

At least for the player.

And there is a bit a point of worry for me: this wouldn't be the first game where the AI simply ignore gameplay mechanics in order to be "better".

Meaning that Ai fleets perhaps would have ships in places they couldn't have because of the range the build them. Which of course means that the player end up in situations, where in a area he should be encounter ships with long or at least medium range we would encounter ships which save that displacement and spent it into more guns/armor. 

And this is only one example. What is if the Ai doesn't actually have "real" fleet but instead auto generate they ships for each engagement?

In other words... there are a lot of small thing potentially bad for the campaign. 

I really hope that the Devs avoid too many short cuts in order to make the campaign AI work.

Are you talking of instances where the AI per say "Cheats"? Usually you see in other RTS titles AI will get buffs because well they can't counter a human properly so they might get extra income or stat related buff or the human suffers debuffs.

If I had to guess we will probably have a system like that in game but it would probably be correlated to well the difficulty the player sets the AI to whether how hard they cheat or not.

  • I think the Ai might get buffs to ship performance i.e ship range or accuracy in designs but they wouldn't be hidden. There should be a spy system that will be implemented which will allow you to see ship designs of nations you are spy on by chance hence the websites "diplomatic complications".   

 

  • The biggest issue in my opinion would be the AI completely ignoring the money system in game but that's doubtful. I believe they will follow the same cost system as us but may be given more funds to use than they would otherwise have if that country was being played by a player. This system would probably also be influenced by a difficulty rating i.e. on hard mode the AI makes 20% more on top of what the country naturally makes.

 

  • I don't think we will have "ghost" or randomly generated fleets just do to the fact that naval power in the game could never be properly be calculated and it would be harder for you to win because the AI could fight essentially forever. 

 

Just my two cents

  • Like 1
Posted

buffs per say can also be annying if they over do it or too blatant.

 

But I rather talk about how certain mechanics sometimes don't apply to AI

 

Imaging a game where you need to supply your army or its loses troops but the AI simply ignores the whole mechanic because it couldn't handle it.

  • Like 1
Posted

I imagine battles will have time limits, similar to the scenarios, and any ship that survives the time limit will survive.  Additionally, It wouldn't surprise me if some situation similar to RtW occurs where if the ships get too far away from one another to feasibly respot eachother the battle may automatically end.

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