9.8 is supposed to be beatable without crazy cheese. 10 isn't.
That part I agree with. Though I wouldn't be too bothered if 9.8 was in the "beatable, but you have to cheese a bit" category. I'm much more concerned about the top of the scale not being high enough than I am about it being too high.
I don't think that the 9.8 to 10 transition should be similar in size to the 1-2 -...-9.8 progression.
Well, I'm not sure I agree. I want 10 to kill you, but I want it to play
by the same rules that 9.8 does, just with somewhat more cranked up numbers. If it just gets some free invincible death machine that you don't see on any other difficulty, I think that's stepping out of bounds.
It used to be that 10 was just punishingly brutally stomp-your-face-into-the-pavement hard. 9.8 wasn't nearly so bad. Then Wanderer and I conspired to bring it down to "a logical extension of the 9 through 9.8 run", to put it one way. Since then I've basically been trying to keep up with the more insane of you in keeping a 10/10 win out of reach. A year later, I've yet to succeed
But I think this is more fun for the players than just having something that puts an armor-piercing explosive boot through your skull in the first 7 minutes.
Anyway, my takeaway from this game is:
- Well, first, Congratulations again. A straight-up win on a straight-up game at max difficulty. No funny superweapons even, though those minirams were a windfall for you.
- The balance for this appears to be actually pretty close to right. You really had to fight for it, and it almost had you at various points (iirc). But a little extra turning of the thumbscrews on the numbers would not be out of place.
- Conversely, superweapon factions are a bit too nice on 10/10. You suggested boosting the exo multiplier further for 10. I'm inclined to agree, though others have been asking for the same to come down. I think their concerns had more to do with the cleanliness of the math (not having FS intensity AND difficulty factor into exo size, etc) than the practical balance.
- Home command stations (all around) should be immune to major electric to avoid lightning warhead assassination.
- Nukes should kill carrier contents, not just the carriers, except for contents which are themselves nuke-immune (that will be a trickier thing since carriers really aren't transports and their contents don't exist until the game "adds water", but can-do).
- Go ahead and do the Riot mkIV thing while bringing the total of the mkI/II/III's (and modules) down to about 2/3rds their current ED output.
- The game needs to check for your profile name and add some HKs when it sees it