User:Pumpkin

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Revision as of 15:04, 24 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).

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.

I removed Ships and Structures paragraphs because they are listed in the nav bar. General ship/structures mechanisms are in the "ships mechanisms" paragraph.

Game Setup

Economy

  • Metal (link to Reprisal, salvage, etc)
  • Energy
  • Knowledge (how to gather, where to spend)
  • Hacking
  • Supply (?)

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, ...)
  • capturable / captured on planet ownership change

AI

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.