Difference between revisions of "User:Pumpkin"
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* Cap and Mark | * Cap and Mark | ||
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− | ** ammunition types and immunity | + | ** ammunition types and immunity ([[Ammunition Types|old page]]) |
** attack multiplier (hull bonus) | ** attack multiplier (hull bonus) | ||
− | ** armor (also armor piercing, etc) ([[Armor|old page]]) | + | ** armor (also armor piercing, etc) ([[Armor|old page]] and... wtf? [[Armor_Types_and_Bonus_Damage|this]]) |
** area of effect | ** area of effect | ||
* Health | * Health |
Revision as of 20:37, 3 November 2015
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).
The [REVAMP] tag after a link means I consider getting rid (moving away) of the strategy bits on the linked page and making it more objective. (No "you", no "how to", etc)
The [STRATEGY] tag after a link means I consider moving the link to the strategy section because it contains good strategic advises but too few facts.
The [WIP] tag highlight a page that needs work.
I removed Ships and Structures paragraphs because they are listed in the nav bar.
Game Setup
- Minor Factions
- Fallen Spire
- Golems
- Spirecrafts
- Players' Roles (helper, champion)
- AI Plot
- AI Opponent Type
- 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 [WIP]
- Map Size [STRATEGY]
Economy
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
- Health
- repair
- self attrition
- self damage
- regeneration
- vampirism
- Hull Types
- 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, ...)
- capturable / captured on planet ownership change
AI
Maybe I should separate behavioral mechanisms (AIP, wave, SForces, etc) and AI special units (guardians, GPosts, etc).
- AI Progress [WIP]
- Wave [WIP]
- Cross Planet Attacks [REVAMP]
- AI Reinforcement [REVAMP]
- Special Force
- Threat (guarding/free behavior, general threatfleet behavior)
- Strategic Reserve
- Exogalactic Attack
- Planetary Subcommander
- Guardians (mechanisms of spawn and list of guardians)
- Dire Guardians (mechanisms of the Lair and list of dire guardians)
- Guard Posts (list of regular, subcommander/special and core/brutal posts)
- Eyes (?)
- AI Tech
- AI Unlock
- Planet Mark
- Core/Home worlds (and links to special/brutal guard posts, also links to strategy guides)
- AI Plot (same link as in game setup)
- Reprisal
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
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.