I've gotten a variety of feedback on the Fallen Spire campaign. Mostly people are happy with it, but some have said it was so grindy that they wouldn't play it again. I regret that I didn't realize the "grindy" feeling was still there for some folks until we were way too close to the official release for me to safely make any changes.
I'd like to hear specifically what folks would like to see changed as far as FS stuff, and why. If many other players start chiming in saying "noooooo don't do that!" then I'll be probably let that discussion go on rather than implement anything hastily. But if everyone's in favor of a particular thing and it's feasible technically and whatnot, it (or something like it) will probably happen.
Fire away!
I love story-based campaigns, but I admit this one felt kinda grindy to me (though not so much that I wouldn't play it again).
I'd say it felt like that for a few reasons:
1) It was largely the same cycle of steps repeated numerous times: fight your way deep into AI territory, flee back to your territory with the shard, fight off angry waves, build hub, fight off angry waves, rinse, repeat. After the 4th or 5th one of those, it felt pretty "samey". 8 or 9 of these same type of missions is too many.
2) Since each shard mission forces you to go deep into enemy space and then pounds you afterwards, it seemed to me that doing any regular expansion (ie: actually taking planets) while also doing the shard missions was self defeating since I'd have to heavily defend those planets. So after the 4th or 5th shard, I ended up halting almost all expansion while doing the missions almost exclusively when I could. So the mission structure seemed very "either do one or the other" with the regular gameplay, when "do one while also working towards the other" might have felt less repetitive.
My suggestion: Eliminate som of the deep-territory shard recovery missions (or make some of the actual shard retrievals trivial), replace with a variety of other mission types, and some increased challenge in other aspects. Some ideas:
- mission: city hub (not shard) discovered on (nearby, not too deep) planet, must be rescued and defended in place (like a Human Colony Rebellion) since it cannot be moved.
- mission: knowledge-raid a particular AI planet to learn the location of a shard (or shards) the AI has hidden somewhere (perhaps even on a player-owned planet).
- mission: take out a series of special structures on one or more AI planets that are masking the detection of the shards or preventing the building of city hubs, etc.
- mission: AI has a captured spire artifact that allows it to warp gate in waves of ships directly to ANY spire city hub. Capture (or destroy) this artifact.
- mission: AI sets up a massive ambush on the player using a fake shard signal as a lure (with something like a hidden black hole gen to prevent player fleet escape).
- when the Capital is built, the AI sends a half-strength Avenger (no planet nuke, though) directly towards it.