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September 11th, 2009, 02:23 PM
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Corporal
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Join Date: Jun 2009
Posts: 72
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Thanked 5 Times in 2 Posts
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Re: Noobs, Vets, and AI's: An evolving concept for a new series.
Random idea: teams of noobs led by a vet racing to kill AIs? (That might be interesting, if the victory condition involved killing *your* AIs first--of course, you could interfere with the other team directly if you thought that was more beneficial than going after your own AIs.)
I'd be more interesting playing in a game like that than a pure against-AIs game, I'll admit.
(We cross-posted, SS.)
I'd be interested in that format, potentially, though I'm not sure how much of a noob I count as...
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September 11th, 2009, 02:39 PM
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Lieutenant Colonel
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Join Date: Nov 2008
Location: Leptis Magna
Posts: 1,329
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Re: Noobs, Vets, and AI's: An evolving concept for a new series.
Yep, that's the idea. The teams would sort of have to work together to defeat the AI team first (as the AI team would be physically located between them and would be attacking all non-computer players) before destroying each other. They could initiate early remote or flying attacks vs. other human teams but it would be in everyone's interest to tackle the AI menace first.
If you have more than 5 complete MP and 5 SP games under your belt you could qualify for one of the intermediate positions.
We'd need 4 top ranked or very experience vets, 4 Intermediate level players, and 8 noobs to comprise the 4 human teams.
And a non-playing person to design the 4 AI builds. One of those builds could be more powerful than the others effectively giving the AI team a captain of their own.
Very exciting prospect. The independents mod rdonj mentioned would make for an even tougher AI menace.
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September 11th, 2009, 03:49 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Re: Noobs, Vets, and AI's: An evolving concept for a new series.
How does one stop the AIs from fighting each other?
Also, ultimately 16 people vs. 4 AIs sounds to be a very fast game. Bless-rush nations are going to be at a premium. I'm not convinced anyone even gets to real remote attack spells in any notable quantity before the game is over.
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September 11th, 2009, 05:35 PM
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Lieutenant Colonel
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Join Date: Nov 2008
Location: Leptis Magna
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Re: Noobs, Vets, and AI's: An evolving concept for a new series.
Quote:
Originally Posted by Squirrelloid
How does one stop the AIs from fighting each other?
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A simple map command keeps the AIs from attacking one another.
Quote:
Originally Posted by Squirrelloid
Also, ultimately 16 people vs. 4 AIs sounds to be a very fast game. Bless-rush nations are going to be at a premium. I'm not convinced anyone even gets to real remote attack spells in any notable quantity before the game is over.
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The defeat of the AI team is only the first objective or hurdle of the game.
The actual victory condition is to eliminate all other teams (including the AI team).
Last edited by Septimius Severus; September 11th, 2009 at 05:50 PM..
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September 11th, 2009, 06:57 PM
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Corporal
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Join Date: Nov 2007
Posts: 132
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Re: Noobs, Vets, & AIs: An evolving concept for a new series.
you could make super-powered mod nations for the ai. then it might be a challenge to defeat them.
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September 12th, 2009, 01:08 AM
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Lieutenant Colonel
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Join Date: Nov 2008
Location: Leptis Magna
Posts: 1,329
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Re: Noobs, Vets, & AIs: An evolving concept for a new series.
Quote:
Originally Posted by zlefin
you could make super-powered mod nations for the ai. then it might be a challenge to defeat them.
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That's possible, it will certainly be a challenge for any one of the teams to defeat all the other teams including the AIs.
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September 12th, 2009, 03:17 AM
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Lieutenant Colonel
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Join Date: Nov 2008
Location: Leptis Magna
Posts: 1,329
Thanks: 23
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Re: Noobs, Vets, & AIs: An evolving concept for a new series.
I'm going to start a new thread for the game and we will see who is available and interested.
It can be found here: http://forum.shrapnelgames.com/showthread.php?t=43928
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