I am curious as to what the intentions are behind the playstyles, the difficulties & if the AI will be able to lean into the unique traits of the subfactions. I wasn’t sure on how to simplify this down to just a couple of questions, so I opted to flesh out concepts as examples of what I’m inquiring about.
For context, I play large maps in FFA and against AI. I’m not expecting the AI to act like a human or to use meta tactics when it comes to battles (AI is a strong word for what we have access to). I’m more interested in seeing the AI behaviors hold true to the playstyle selected, the difficulty selected & any “overrides” that originate with the faction choice.
1] Playstyles I’m not sure what the intention is for the playstyles? For Sins2 I don’t know if it makes sense to keep them either. The options are Aggressive, Defensive, Economic & Research – but what do these settings actually mean in terms of what the AI will do? To me, I would assume that these are intended to be the behavior set for the entirety of a game (or until the AI is set to a different mode when a game is loaded). A human player would toggle between these “modes” meanwhile the AI would instead stick to one. Again, I’m not looking for the AI to be like a human player. These are all strategies and every strategy is going to have weaknesses/blind spots – as such the AI should be risking as much as a regular player would by committing to a particular playstyle. So I’m more interested in how these AI ‘types’ will interact with the game's systems.
I’m also assuming that the AI playstyles are intended to be exaggerated, pretty much to a fault. They could be visually recognizable by players (components used, upgrades done, planet tracks upgraded). I would assume something along the following....-=-=-=-=-=-=-=-=-=-=-=-=-=-
I would imagine the current AI is pretty close to what I’d expect of something aggressive. A straightforward capture as many planets as possible as fast as possible. Sins2 gives me the impression that non-aggressive playstyles are being removed – so the aggressive AI seems fine in this case, at least so far. Playing tall isn’t viable in the current built.-=-=-=-=-=-=-=-=-=-=-=-=-=-
I’m really not sure how this AI playstyle can be realized in the current build. So far I haven’t been able to build a defensive-type approach that’s viable late game. Defensive structures don’t seem to be a threat against more than 100-200 supply and that assumes no capital ships. Maybe if the structures targeted the support cruisers & non-capital ships first so far as target priority goes, but eventually they’ll have to target the capital and then likely end up ignoring the reinforcement units. The only defensive aspect I’ve seen work well is garrisons but that’s because they’re comprised of ships instead of structures.
I can’t imagine a defensive AI being viable, at least not in the current version of the game (1.21.12). End-game fleets walk through Starbases/planet defenses as if they weren’t even shooting back. Note that these are just generic AI fleets with a handful of cap ships & maybe a titan (1500 supply, sometimes more). The only thing defensive structures seem good for at this point is to abuse the AI (it thinks these structures are more dangerous than they are and will postpone attacking). The only case that might have a shot would be a defensive TEC Rebels (Novalith cannon + culture raids), though I think that goes against the TEC rebels philosophy.
If defenses were to get some kind of utility given to them, or perhaps a mid-late game research that reduces their slot cost by 1 (just so attacking fleets can spend an extra minute grinding up the turrets) then this AI type might become more viable? Aside from TEC Loyalists using garrisons and the extra starbase, I’m not really sure that a defensive AI can serve as an interesting opponent especially since Sins2 seems to be strongly biased in favor of being incredibly aggressive.
Superweapons aren’t really a thing at this point & I’ve always equated superweapons with defensive playstyles.-=-=-=-=-=-=-=-=-=-=-=-=-=-
The current placeholder AI only seems interested in floating resources, at least when I check to see what it was doing via game replays. For “Economic” I can see the AI wanting to maximize its income as much as possible, but floating resources just for the sake of doing so seems… odd – I’d assume the intention behind floating is to further reduce the AI’s difficulty.
When I see “Economic” I assume that this AI playstyle is intended to focus on diplomacy (business), efficiencies and income rates. This AI will want to pick its battles and rather than control all planets it wants to control “rich” planets – so a bias towards planets that have bonuses. Strike craft are “free” units in a sense; so are minor faction fleets.
Similar to the Defensive playstyle, I don’t think an Economic playstyle is viable in the current build. At least I can’t envision one.-=-=-=-=-=-=-=-=-=-=-=-=-=-
The Research AI could be set up to try and optimize how it develops planets – basically give it the illusion of looking smarter. For instance, a planet bonus to ship production/cost becomes a factory world. A planet bonus improving orbital extraction would see a focus on orbital structures. Basically the pursuit of more bang for your buck.
Researching of hull/armor/shields/weapons seems like it is really only impactful on capital ship heavy builds. The rank-n-file ships don’t see to really benefit from the upgrades nearly as much. Quantity is more important than quality so far in Sins2. So for an AI that really wants to be ahead in research, they’d have to lean into ships that benefit from it (namely capital ships & titans, as well as some support cruisers)
Similar to the Defensive & Economic playstyles, I doubt the Research playstyle is viable in the current build. Especially since the research playstyle tends to want to turtle before expanding – and turtling seems to be a no-go once fleet supplies reach around 1000-=-=-=-=-=-=-=-=-=-=-=-=-=-
In all playstyle cases, fleet supply would be important when it comes to research priority – RTS is still the foundation. Despite having different research/upgrade priorities, the end of a long game would see all AI eventually research all research topics and complete all planet upgrades – the playstyle selection would be more of a way of tuning an AI’s priorities or bias towards certain things that during the early/mid game/early-late games?-=-=-=-=-=-=-=-=-=-=-=-=-=-
Should the playstyles be used to have the AI build different fleet compositions? I guess, what do these settings actually mean? How are they imagined to change the AI?
2] Difficulty
Context: I haven’t played on difficulties aside from medium (which is the default). I’ll get around to it, but have mostly delayed until the game systems & balance are closer to “finished”. In sins1, I ended up having to use lower difficulties because I like playing on the large maps. The game would come to a halt very fast with 9 AI having maxed out fleets/structures everywhere. This led to me lowering the difficulty so that the games would last longer.
What are the aspirations for the impact AI difficulty has? Will AI actions/behaviors vary across difficulty or will the only changes be bonus income?
The kind of factors I wonder whether difficulty will impact:
Will the difficulty setting interact at all with the AI playstyle selected? Things like Aggressive AI getting extra fleet/cheaper ships, defensive AI getting extra & cheaper defensive slots/Starbase slots, economic AI getting extra logistics slots/income, research AI getting cheaper/faster/better research?
3] Faction behavior “overrides”
Are there plans to enable the AI to make use of the more unique aspects of the playable factions. The examples below aren't exhaustive, but hopefully they flesh out what I'm asking.
I'm just looking to see if there are plans to have a defensive Vasari Alliance AI behave differently from a defensive TEC Loyalist, for example. Will the AI be able to build garrisons & set them to roam, hold or defensive roam based on the setting? Will higher difficulties be able to toggle through garrison settings (hold till garrison supply threashold, then go back to offensive/defensive roaming)? Hopefully my examples give the gist of what I'm asking
4] Possibility of scripted AI?
Will the AI be modable, even if no AI editor will be made? Can it be modded in terms of weighting build order items, adding tags, or will it be able to follow a scripted build order while making use of the default combat? How much leeway could we have when it comes to tweaking it?
As far as research goes, I believe they are going back to using the stations for research instead of planets. This is going to make me shelve the game until either an update comes out or the game is released as I don't want to get used to playing it one way (planets used for research) and then have it revert to default (spamming stations to get research tree up).
Personally, I prefer the new way with planets as it helps free up valuable orbital slots.
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