User:Pumpkin

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Revision as of 12:07, 23 April 2015 by Aklyon (talk | contribs)
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I mainly reproach the wiki to be a collection of strategy guides that makes finding facts and mechanisms quite difficult. This page is a proposal of a reorganization of the AI War wiki's main page that would highlight facts and put strategy aside (not removed, but put at the end, after the facts).

Game Setup

  • Minor Factions
  • Players' Roles (helper, champion)
  • AI Plots
  • [[AI War:|AI Opponent Types]]
  • AI Difficulty (what does it influence)
  • Auto AIP (influence on value of AIP inducing actions like warheads - ref to Red.Queen; maybe redirect on the more general AIP page)
  • Map Style
  • Map Size (and difficulty)

Economy

  • Metal (gathering, storage, limit, sharing, scrap (link to AI's scrap), ...)
  • Energy
  • Knowledge (how to gather, where to spend)
  • Hacking
  • Supply (?)

Ships

  • Fleet Ships
  • Starhips
  • Guardians
  • special (?) (spirecrafts, golems, ...)
  • utilities (links to mechanisms like transport, scout, etc)
  • warheads

Structures

  • Guard Posts [AI] (general rules and collection of links)
  • Turrets [HUMAN] (general rules and collection of links)
  • Misc (FF, fortresses, mines, ion/OMD, ...) [BOTH]
  • Rare (+capturables?) (alarm posts, grav drills, blackhole machines, ...) [AI/BOTH]

Ships mechanisms

(the subtopics wouldn't be linked from the front page, they're just ideas for chapters in main pages)

  • Cap and Mark
  • Attack
    • ammunitions and immunities
    • attack multipliers
    • armor (also armor piercing, etc)
    • area of effect
  • Health
    • repair
    • self attrition
    • self damage
    • regeneration
    • vampirism
  • speed
    • speed boost
    • gravity effect
    • engine damage
    • paralysis
    • teleport
  • cloaking
    • tachyon
    • cloaking booster
    • cloaking super-booster
  • range
    • radar dampening
    • close-combat
    • retreat range
  • reclamation
  • scouting
  • swallow
  • boosts (?) (attack, speed, armor, ...)
  • mobile shield (?) (sh.bearer, riot control, ...)

AI

  • Waves (also gateraid, warp jammer, warp relay, ...)
  • CPA
  • Reinforcement
  • Special Forces
  • Threat (guarding/free behavior, general threatfleet behavior)
  • Strategic Reserve
  • Exogalactic Attacks
  • Subcommanders
  • Eyes
  • AI tech (also ship unlocking mechanism)
  • Planet Mark
  • Core/Home worlds (and links to special/brutal guard posts, also links to strategy guides)
  • Plots (same link as in game setup)
  • List of modifiers
  • Reprisal (link to human scrap mechanism)

Design

[all links from the current Design Philosophy list]

Strategy Guides

[collection of the external guides' links and general strategies like all the current offense/defense/general gameplay/intro topics]



Notes

CSG-As are always in the ARS systems. CSG-Bs are, as you say, always in the FacIV/AdvSC systems. CSG-Cs are always in systems with one or more Core Fabricators (unless also in a system with an ARS or FacIV). CSG-Ds are always in systems with at least one Counterattack Guard Post (if enabled). If not enabled, these appear random. CSG-Es are randomly placed in systems with nothing else.

AIP determines New Reinforcements- Every so often, the AI gets reinforcements determined by a formula that involves Difficulty of AI, AIP. As AIP gets higher, it gets proportionately more reinforcements. When these reinforcements get too high, the AI releases waves, CPA's, and the like.

AIP determines Tech Levels- As certain thresholds of AIP are crossed, the tech-level of all reinforcements gets bumped up by a level. This can make fights you were winning a draw or a complete loss, this also forces you to spend knowledge just to keep up to the AI's level.

AIP means more at higher difficulties- The AIP reinforcement formula gets much more fierce at higher difficulty levels, especially at Diff 10. So just keep this mind if you play at higher difficulties that the same amount of AIP in a Diff 7 is much deadlier in a Diff 8, 9 , and 10 game.