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Nobody has suggested it yet... I don't think.  But it's something we theoretically could do at some point.
Has anyone suggested having ship type mutations as capturables?  EG a capturable which makes all your fighters bulletproof, or grants them all tachyon and mine-immunity. 
It is cliche but "show, don't tell" can also be interpreted as "implicit, not explicit" which is what you are proposing. Rather then make it black and white, if/or/and logic you are presenting broad concepts and letting the inferences explain things. It makes things much neater, you can explain much more advanced concepts at glance if a player can understand the data. Great games explain it, but it is still a better concept if a player has to be explained it out of game, since the alternative method is not any better at best.

I still, in a way, express what I said about if you still want ships to have random attributes. Have a good, better, best models of ships and have each level of ship greater adjectives which provide further flavors of the superior ship. These still keeps data simple, so a player has a baseline knowledge of what might be a boring ship being a one of a kind model, or that a better then average ship has a really cool benefit. Rather then have 6 ships have a 0 - 100% range of power with an average of 55.33 and 1.83 attributes , make it so that there is one ship with 100% and four attributes, two ships with 66% and two attributes, and three ships with 33% and one attribute.
AI War Classic / Re: Do wave multipliers for structures still exist?
« Last post by Ovalcircle1 on August 13, 2018, 10:21:27 PM »
"The previous concept of AI Wave Bonuses (the crazy multipliers that could lead to waves of 700,000 ships, for example) have been removed entirely. This buffs a number of structures for human use, including captive human settlements, zenith power generators, gravity drill stations, zenith spacetime manipulators, and ion cannons."

From Version 4.041. Just scroll down a little or use the "search for keyword" function for Ion Cannon and you'll see it. I'll look through the other patch notes, but I don't see why it would not be gone.
That's not quite the route I'm taking, but I think you'll like it and it is simple on the player end.  Here's a detailed discussion on the topic:
AI War Classic - Strategy Discussion / Re: Vengeance Generator safety
« Last post by Ovalcircle1 on August 13, 2018, 03:45:37 PM »
I don't know the answers to your questions, so I'll try searching for stuff and post it here. Here's the first topic:

I believe Marauders prefer to attack planets that are "active", as in there is a battle going on, same as the Resistance fighters. I', pretty sure they can also just spawn on a world if nothing has been going on. But don't quote me on that.

Also, according to this:, critical mass makes Dark Spire ships spawn only at Vengeance Generators that have already been triggered. Will test that now. Confirmed.
AI War Classic - Strategy Discussion / Vengeance Generator safety
« Last post by Traveller on August 13, 2018, 02:17:40 PM »

So I'm playing a 7/7 campaign with Dark Spire 4 and Marauders 4 among others.  With Champions in play, there's also allied factions wandering around.  I've got a Dark Spire system that was too tempting not to capture, and need to figure out how to hold it and when to bail.

1) People talk about "critical mass".  Given that one Vengeance spawn will also trigger a spawn on other worlds, I think this refers to a situation where killing one Dark Spire ship will spawn more than one Dark Spire ship across the galaxy.  At Dark Spire level 4, how many systems can I keep active (killing all the spawned DS ships in them) before I hit critical mass?  With marauders, it seems like they're all guaranteed to be awake by the time I'm six hours in.  AI ships even in systems I haven't seen ought to be dropping like flies, massively boosting Dark Spire spawns, but my single captured vengeance generator isn't murdering me yet even though I'm killing everything in its system.  I'm a little confused why I'm alive.  (Maybe marauders don't hit systems I've never seen?)

2) Do ship deaths count by "number of ships" or "ship strength"?  If it's entirely based on number of ships, then it seems relatively safe to hold these systems with starships.  (I captured it by removing AI fleet ships with mercenary etherjets and, in one case, running away with a Martyr.)  But if starships contribute more hidden BP when they die, I'll need to get way more paranoid.

3) My strategy usually focuses on turret fabricators, but I don't have enough fabricators yet to wipe out DS ships without losing several turrets in the process.  Do turret deaths count as "ship deaths"?  If so, I'll have to change my approach to Fortresses and stuff.

4) What is the border situation like with DS worlds?  Do they attack outwards very often?  I'm playing with champions; do I need to worry about my allied ships invading DS worlds without me leading the way?  If I wipe out the AI command station in a DS system and then don't capture the world, will the AI invade that system with the threatfleet or border aggression (meaning I need to build forward bases to guard the wormholes in, even in AI systems I don't plan to capture)?  I already expect that I'll need to prune special forces bases very carefully.

5) Besides waking up the Dark Spire in more systems, do things get worse over time?  I've been assuming that the spawn rate per dead ship is a constant as the game progresses, and that their types of ships never change.  Is that accurate?

AI War Classic / Do wave multipliers for structures still exist?
« Last post by Traveller on August 13, 2018, 12:12:13 PM »
Digging through old patch notes, I see that ion cannons above II and zenith energy producers once added a multiplier to waves against that planet. I also saw someone speculate that this was removed for ion cannons by version 5.0, but I don't see confirmation. Are there presently any hidden wave multipliers that you can have based on stuff on your own planet?

I prefer to set up choke points where I can capture an Ion Cannon IV, so...
Private Alpha Discussion / Re: Shark Plots
« Last post by RocketAssistedPuffin on August 12, 2018, 07:21:56 PM »
Don't think there is a downside, unless you're somehow really low on UI space. From what I know of the games workings, Shark-A might be fairly easy to put in, optional as before though.

Can't think of any other Shark types - even the factions generally do this already, in taking the planet for themselves.
Private Alpha Discussion / Re: Shark Plots
« Last post by BadgerBadger on August 12, 2018, 06:42:10 PM »
I personally liked Shark B. I never really used Shark A. I don't really see a downside to including them? If noone likes Shark A then we could just leave Shark B as the only shark plot.
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