Difference between revisions of "User:Pumpkin"

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m (→‎AI: Added link to I-will-do AI Eyes)
(Organization)
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* capturable / captured on planet ownership change
 
* capturable / captured on planet ownership change
  
== AI ==
+
== Units ==
  
Maybe I should separate behavioral mechanisms (AIP, wave, SForces, etc) and AI special units (guardians, GPosts, etc).
+
* [[AI War:Starships|Starships]]
 +
* Defensive Structures
 +
** Force Fields
 +
** Fortresses (all kinds)
 +
** Mines
 +
 
 +
== Human Reserved ==
 +
 
 +
* [[AI War:Turrets|Turrets]]
 +
* [[AI War:Warheads|Warheads]]
 +
 
 +
== AI Units ==
 +
 
 +
* [[AI War:Guard Posts|Guard Posts]]
 +
* [[AI War:Guardians|Guardians]]
 +
* [[AI War:Dire Guardians|Dire Guardians]]
 +
* [[AI War:AI Eyes|AI Eyes]]
 +
* [[AI War:Planetary Subcommander|Planetary Subcommander]]
 +
* Core/Home worlds (and links to special/brutal guard posts, also links to strategy guides)
 +
 
 +
== AI Mechanisms ==
  
 
* [[AI War:AI Progress|AI Progress]] [WIP]
 
* [[AI War:AI Progress|AI Progress]] [WIP]
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* Strategic Reserve
 
* Strategic Reserve
 
* Exogalactic Attack
 
* Exogalactic Attack
* [[AI War:Planetary Subcommander|Planetary Subcommander]]
 
* [[AI War:Guardians|Guardians]]
 
* [[AI War:Dire Guardians|Dire Guardians]]
 
* [[AI War:Guard Posts|Guard Posts]]
 
* [[AI War:AI Eyes|AI Eyes]]
 
 
* [[AI War:AI Tech|AI Tech]]
 
* [[AI War:AI Tech|AI Tech]]
 
* [[AI War:AI Unlock|AI Unlock]]
 
* [[AI War:AI Unlock|AI Unlock]]
 
* Planet Mark
 
* Planet Mark
* Core/Home worlds (and links to special/brutal guard posts, also links to strategy guides)
 
 
* [[AI War:AI Plot|AI Plot]] (same link as in game setup)
 
* [[AI War:AI Plot|AI Plot]] (same link as in game setup)
 
* [[AI War:Reprisal|Reprisal]]
 
* [[AI War:Reprisal|Reprisal]]
  
 
== Design ==
 
== Design ==
 +
 
[all links from the current Design Philosophy list]
 
[all links from the current Design Philosophy list]
  
 
== Strategy Guides ==
 
== Strategy Guides ==
 +
 
[collection of the external guides' links and general strategies like all the current offense/defense/general gameplay/intro topics]
 
[collection of the external guides' links and general strategies like all the current offense/defense/general gameplay/intro topics]
  
 
+
== Personal Notes ==
 
 
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 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.  

Revision as of 04:15, 10 July 2016

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

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
    • ammunition types and immunity (old page)
    • attack multiplier (hull bonus)
    • armor (also armor piercing, etc) (old page and... wtf? this)
    • area of effect
  • 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

Units

  • Starships
  • Defensive Structures
    • Force Fields
    • Fortresses (all kinds)
    • Mines

Human Reserved

AI Units

AI Mechanisms

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]

Personal 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.