AI cheats
I played SOASE a few years ago and always found it compulsive gaming. I came back to it recently and still found it addictive, but there were traits that left me disappointed. Those traits were AI cheats. These are used to defeat the player and prolong the game. No matter what level of difficulty is played, the AI always has the upper hand and tricks on hand that are not available to the player. Take that pesky little AI scout, which pops up everywhere like a flea just to irritate the player with no warning at all (no red line), and which can determine the victor of a battle or even game.When the humble AI scout pops up from nowhere it is generally to delay a jump at the enemy and it can take a massive fleet already present on the planet sometime to eliminate it, while the program is deciding how to answer the player's threat. This ruse is not available to the player, as the scout is eliminated in the middle and late game within seconds, even with the jump drive upgrade, so there is little current intel available on the AI's forces. The player can use, say, a Cobalt for same reason, but this usually has the same fate and can be an expensive option when the action has to be repeated many times to know what the current state of play might be with the enemy. The delaying tactic used by the scout is compounded by a faulty team jump. On one game I team jumped to the enemy and, instead of sending the team, the program first sent one Robotic, which was eliminated with in seconds and then sent my Dunov ( which was supposed to jump with the Kol) and was annihilated with seconds before the rest of the team jumped. I lost the battle though I had calculated a slim victory. I suspect that the program had also calculated a victory for the player, so it sent in forces with no support first in order the player would lose. Timing also seems arbitrary in favor of the AI in production, research and jumps. The AI can jump without a problem when the player has, say, sent a Cobalt to the planet to delay the jump. When the player wants to jump and is delayed by a scout, the player cannot choose one unit to deal with the scout and jump with the rest of his team, but the whole fleet has to be occupied to crack a walnut with a sledgehammer. The AI can produce a cap ship in battle within 5 seconds if necessary, but the player takes 35 seconds to produce the equivalent. The balance in this game, as in many other good computer games, can be tedious. The equations are so exact that you can guarantee your capital ship ( or the equivalent in support) will be taken down, if the player has defeated the enemy's cap ship, even though the forces opposing it are weak. A strong ship (in hulls, armor, ballistics, antimatter etc) is just eliminated within seconds. In some cases the enemy is just not affected at all by the opposing forces. The question arises, how do you determine a winner, when two equal forces are opposing each other and doing the right thing? It is a difficult question to answer and I know nothing about programming. You might try to exploit a weakness, but the intel is not available to the player to do this. I played two games with no outcome, no winner. These were 1v2 factions. I ignored the diplomatic missions and defeated the two enemies, but the pirates would not go down despite superior forces. I built three Novaliths which had no affect. I had to give up the games. I suspect that, because I ignored the diplomatic missions ( though some were achieved by default), no victory was offered.
I hope this thread is not too long-winded. I may buy the beta of Rebellion from Steam, but I wonder if the scenario above has been improved?