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AI Challenge Forums • View topic - Game Idea: McAntWars

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Game Idea: McAntWars

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Game Idea: McAntWars

Postby McLeopold » Thu Jan 13, 2011 6:04 pm

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Re: Game Idea: McAntWars

Postby mogron » Thu Jan 13, 2011 8:44 pm

I agree with you that the game is currently a bit too similar to planet wars. I do not see however how your variant helps much, since the best (only?) way to defend your base seems to be building a big force.

I had another idea to change this: a fog-of-war mechanism - each player only gets information about gridpoints near his ants.
This moves the focus away from micro-tactical ant managements (similar to managing ships in PW) to a more strategic level.
Could lead to many nice maneuvers such as:
-trying to get suicide-scouts as deep into enemy territory as possible
-feint attacks
-possibly trying to get behind enemy lines, and surprise attack from behind (probably not possible on small maps)
-retreating and reorganizing in secret
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Re: Game Idea: McAntWars

Postby jeffreyrainy » Thu Jan 13, 2011 10:15 pm

Fog of war: I like it. That's a change from PW.
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Re: Game Idea: McAntWars

Postby amstan » Fri Jan 14, 2011 12:27 am

Fog of war is under consideration actually.
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Re: Game Idea: McAntWars

Postby McLeopold » Fri Jan 14, 2011 6:24 pm

As for the ant hills, or flags, I think it would provide a good balance. The bot has to choose between leaving the hill to gain more ants, or staying by the hill to defend. This feels similar to the PlanetWars decision to expand fast without defense or expand slowly and defend. If there are multiple players, a bot also has to chose to defend 1 hill with everything, or split the force to defend 2 hills.
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