Funny thing is, there seems to be a consensus on "netflix time is bad", but once a solution that actually removes it is there, no one wants it. I'm open to other proposals, however.
Except you didn't remove anything other than the player's econ. I also don't think you fully understand "netflix" time. Anytime you have to wait more than a few minutes for anything, you'll have someone complaining about netflix time. In a game like this, you can't avoid it completely, only lessen it's effect.
This is why your solution won't work to remove netflix time.
respawn automaticaly there a few seconds / minute after, depending on the "size" of the ship
Take a full fleet wipe and you still have netflix time.
@Cinth
And... the current system works better, because ?
The current system actually waits for about 15 minutes for a wave (not sure about that one), around 3-4 hours for CPA / cross planet waves. Reprisal take 6-10 minutes to come in. As metal gains do not scale at all to the ship caps & ship quantities, the game slows down more and more as the game goes on. And, it does not matter because the AI does not actually do much to stop you.
The only thing you have to do in the current system to "protect your economy", is
wait until your coffers are full enough to rebuild before attacking, and optimizing your defenses so you don't die. That makes waiting irrelevant because the AI gains from waiting are mostly irrelevant, and since the AI is very passive in behaviour, once a decent defense is put in place, most attacks fail without any user interactions. So I'm not calling that, an a "player's econ"... I call that waiting and patience.
Yes, I propose to remove the metal time gates from the game because my opinion is that there is little economy to remove in the first place, with only 2 ressources in it: time (irrelevant once you know how to defend yourself) and metal (dependant on time). There are only a few errors that newbies to the game can commit to burrow themselves into a hole.
With this proposal in it, AI War's 2 refleeting time would :
- be a fixed time.
- during which you actually have to defend yourself.
- irrelevant to the size of the player fleet, so times could be balanced to be short or long enough, after balancing, whether it's early, or late game.
- easier on players as metal would be mostly used to find litterally to build yourself a larger fleet, or conduct special projects (if partial removal only).
That would mean, of course, harsher reprisals from the AI are needed, and possibly, that the AI is basically harsher to begin with. Yes, the AI could become aggressive. And, that's one of the points in the design doc, that it actively tries to take territory.
Not if the AI defeats you 30 seconds later!
If you lose 75%+ of your fleet on planet(s) you don't own**, the AI detects your extreme weakness and sends five sequential H/K waves at your home system, or something equally violent that you are very unlikely to survive. (If you do manage to survive somehow, you can spend that netflix time bragging in the forums.)
Something something something reprisal.
That's exactly my point, actually. The AI is currently too passive IMO. Deadly passive. Making reprisal deadlier is a part of the idea here.
Thing is, if the refleeting occurs irrelevantly of the current metal ressource time-gate, the AI can unleash real threats more often. Also, it would be possible to rework the refleeting time independantly of reworking other systems based on construction. Like rebuilding a golem.
Quote from: Draco18s on Yesterday at 02:51:53 PM
Not to mention that removing metal would mean that the player would never need to take other planets: their fleet rebuild time doesn't change by having fewer worlds, so why take any at all?
The fuel mechanic would make it necessary, if only to make those hops to the AI homeworld shorter.
You could also limit the number of production center per planet. But, since fuel already makes an hard limit on the quantity of ships you can have, I don't think it's necessary. Also, researching other ships included, in AI War 1, taking over other planets. Finally, as much as I think the "why not keep a single planet" is good argument, I don't think it targets what I'm proposing much, since
it applies equally to the current system. Last, on the first proposal I made, all production centers take a fixed amount of metal to work as a limitation, and the second one gives constructors as an additional bonus to building anything else than the fleetships.