Hmmm... it's difficult in the sense that all AI response times has to be balanced around it. Why not simply make everything tick four times as fast as classic Normal speed? There is a lot of leeway between the existing AI War Classic timing windows of minutes to hours, and the limits of professional gaming (around 10~60-second in Starcraft 2, which we won't want).
This ties with the "just multiplying metal creates issues on its own" idea I stated before.
A "simple" example:current AI War, a cap of unit needs a few seconds to build, but, if boosted by enough constructors and metal ressources, metal usually runs out if sent to the front, and if they die "as much as they" live. With more metal, and nothing else, one could send fighters, and possibly other ships, blindlessly for hours as long as metal allows, which is always if metal is simply boosted. Because, metal, funnily, acts as a time-gate to prevent the game from being fast, and by forcing "complete" rebuilding / refleets to be long (if unable to stock enough of the stuff).
Hence, why I proposed a limitation of "XX time to respawn". Which becomes the time-gate and removes interference from metal.
I had tried a few set-up based on this "build until it falls" idea with neinzul ships which worked very well to overwhelm the AI's defenses, or to defend my worlds. I do consider those "border-line exploits"... as with "low" amount of metal I was able to overwhelm stuff I couldn't beat otherwise, by throwing dumbly things at it. The very point of that limitation is to leave (some) time to allow the AI to crush your stuff. Until you can come back and tell it that the party's over.
unclear
S***... I was unclear in my second proposal, and named "engineers" what I should have call "constructors", and mixed & matched. Damned. I'll rewrite that.
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Model 1: constructors limit max player fleet size, fixed refleeting time.
Meaning if a player has progressed to 10 planets and lose 7 in a tough fight, they can rebuild only 3 planets' worth of forces against 10-planets worth of continued AI aggression, until they retake more planets?
If this is what you mean, it's a very-fine balance (to put it lightly). With metal, the players can stockpile reinforcements before they lose the 7 planets, and have an larger effective army than what they have left in terms of planets to make a comeback. Without some form of buffer, snowballing by AI is likely (downward spiral) as you will lose constructors and therefore fleet capacity. (BTW, most RTS/4X games show this phenomenon, since fleet size and upkeep *is* generally a function of empire size. Only one interesting battle per game.)
If you let the AI beat you enough so that your empire is 70% lost, then its next strike kills you. No comebacks.
In the particular concept of AI war, I think that each defense against a CPA & an EXO is an interesting battle, but not one that is supposed to leave you half-dead.
Finally, what you say is true of AI war now, since metal reserves are kept by command stations, and lost if the command station dies (if the reserve is high enough). My issue with it is that to make reserves, you have to do nothing for... a long time. Which is the point that bothers me. The waiting.
rest
Not sure I follow here.
What I'm meaning to convey is actually that I'd prefer a system where decisive attacks are more present than currently. And where "failed" attacks, on both sides, have lesser netflix time effects. By reducing the number of units that can be sent "until the planet falls", like in the current system, and preferring "bigger battles", in which the player or the AI, instead of dealing death of 2 thousands strikes, exchange planet-sized blows. That means that both side "repair" faster, so attrition "victories" are is less of a concern, but both sides can attack more often.
So, basically probably not a "liquid" war, not that I'm sure of what it means. Rather making the game "closer" to trading heavy blows, "turn-based". But with no turns.