I do find closing my solar array barricades (all at once) fun and rewarding, in case when it helps me stop raider/assault swarm
it gives me needed time to make a counter response(yea, now I have 10 seconds instead of 2,5)
I agree this ability is useful like in 1% of all cases, but when it is I'm happy I can buff my barricades HP x4 at the cost of E they generate.
The human decision and trade off here is how much u disable - preemptively disabling more solars means more E loss, but less likely to lose those disabled solars and letting the enemy inside ur perimeter(what wonders does it guard? is it singu cluster? is it nuke? DRP maybe?)
For me it's enough to leave it as a valid game mech. Don't bother with creating perfect AI for this 1% edge case - just remove AI here all together, make decision manual
Manual on/off would prevent easy E gen disruption in early game(when you sure you can kill dat glaive)
you don't bother making DDM closing AI, right?
The perfect way would be to have some smarter AI here though, what is enough in my opinion for AI here:
- start CLOSING with the first hit, let's say duration: 1.5s
- do NOT instantly give HP bonus while it's CLOSING
- gradually reduce E gen during CLOSING phase
no projectile tracking needed, leave this 1% edge case to human decision like described above(sometimes, rarely this will be useful and u will be happy to have it)
but again, for pro players who do a lot of 1v1 this AI may have certain negative impact and there should be an option to disable it :D
This is a very small detail of game, but it makes it look just a tiny bit more diverse, authentic and more interesting
Just my 5 cents