TL.DR: Posting a record of my game as I play it so expect lots of text as I'm actually writing this post as I play in an alt-tab window.
Hybrids are fine. Preservation warden faction possibly too weak. Enclave starships are not an early game unlock.
--Post start--
Alright, I wasn't sure where to put this as this is as much about beta feedback as it is an actual after action report, but here we go anyway.
Having played several short games recently to test out specific features I felt it was time to play a game all the way to it's conclusion and as we seem to be over the worst of the balancing issues I'm feeling good about starting one.
I'll be updating this post as I play this evening rather then making multiple posts. I also intend to be quite wordy, both describing what I'm doing, but why.
So, game start:
80 planets, realistic
AI 7 Neinzul Viral Enthusiast, with Avenger, Hybrids (not Advanced)
AI 7 Neinzul Cluster Bomber, with Avenger
All ship types and minor factions enabled.
Fast & Dangerous Combat, 1AIP/30mins
Neinzul Youngling Commando as my special.
Alright, wanting a game that will somewhat forgiving of my mistakes, I go for AI 7 opponents on a standard 80 planet map.
Since I'm playing with as much Neinzul stuff as I can, I select my AI types rather then go random as I usually do. I also take the youngling commando for this reason.
I get lucky and the commando is up in the top right corner of the map with only 2 warp points.
And here we go!
My first unlocks are harvester exo-forcefields and enclave starships. At only 500 knowledge, exo-ff are perhaps the best unlock for the very early game when losing a harvester can be more then 10% of your production lost. I also do enclave starships because I'm going to try and use younglings as much as I can and they go hand in hand.
And less then 2 minutes in, I've already bottomed my economy out. :/
What's this? Raptors already? Going to have to move tachyon emmiters up the priority list.
3:30 game time, send my first wave of scouts out using auto-explore (nice feature
)
Well, the good news is that there's an ARS a mere two hops away in a Mk I system! The bad news is there's a special forces alarm post there that covers one of my ways out from my homeworld. The other way out is covered by a Mk III ion. Hmmmm......
5:15 game time, wave of 40 bombers/raiders/fighters warps in, it's not an actual wave, just special forces?
Either way, build some youngling commandos (speed 140) to deal with it, then build more turrets.
I lose a couple basic turrets to this wave.
5:45, another wave of 40 ships. Even after these two waves, the threat meter is still up at 127 which I find a bit high for me not having launched any sort of attack yet. 50 threat is more the average from previous games.
7:33 Alright, map generation may need a look see, I got a couple more waves and my threat is now down to 41 and no more attacks are coming in, it looks like about 200 ships were turned loose as soon as the game started via border aggression/CPA/system caps/something.
9:28 Odd, threat shot back up to 68 a bit ago, then another small wave just hit me, taking threat down to 39. I'm starting to think I don't quite understand how special forces work (with that special forces alarm post 2 hops away and all.)
Anyways, if small waves are going to keep coming in like that, time for grav turrets. I know it's a preference thing, but for me the 2k knowledge for Mk I grav turrets is worth it.
12:00 Homesystem looks pretty secure, time to attack. It looks like I'm going to have to take out the world next to the special forces alarm post and eat the resulting wave. The other way is blocked by an Ion Mk III which I don't want to tangle with yet. And the command post is right there, time to build up my turrets, then send a load of younglings in to pop that.
23:11 Energy issues, yay. Anyways, can only build 100 commandos at the moment, so time to attack and see how they do.
And they get the command station to 50%, accomplishing not much.
24:11 Turn off my starship factory to send 198 commandos through.
And the command station goes boom. And the special forces alarm goes off. 434 threat, I can handle this.
Trying something new, giving the space dock and FRD order on the system I just popped the command station in and spamming commandos just to see what happens.
Hmmm, as a usual tactic, I think this fails. Entrenched defenses around the guard posts just shred the commandos. The MLRS guard post is just ouch against the commandos. They end up taking it out, but I lose a
lot of them doing so.
It does blunt the 434 ships that the special forces alarm called in though. Maybe half reached my home system at most.
And the first actual wave is Cloaked Ships, lovely, time to unlock decloakers it looks like.
It's easily handled as I'd built up my defences to handle the special forces wave I touched off earlier.
Next wave is just fighters, no biggie.
Time to capture the system, this early I can't justify anything except the Econ command center, and I unlock Mk II crystal harvesters as I've been bottomed out on crystal pretty much the whole game.
System capture goes smoothly and I turn my attention to the other planet bordering my home system, it's got the Mk III Ion so I plan to pop the command station with younglings and build a command station and let the ion clear the system
Or not, in return for about 300 younglings I maybe killed 50 ships and no structures before calling the attack off. The 5 hybrids on the command station didn't help anything.
Time to transport dump on top of the command station.
ARGH!
A hybrid just walzed in and popped my command station in my first colony system. My defences made it run away before it destroyed everything, but it still got the command station :/
Oh, my FF wasn't finished building yet, pulled my fleet out too soon.
This is 1:00:00 gametime now.
Hmmm, for some reason a single hybrid came in early before the main wave.
I've beat the wave off, lost some turrets and the command station and that was it.
Oh, friendly roaming enclave just spawned in my home system.
And goodbye friendly roaming enclave. Warping into a system with an Ion cannon and 3 defensive hybrids isn't such a great plan.
Alright, took the second system by brute forcing it and did capture that ion cannon.
Unlock Metal extractors Mk II now also.
Ion cannons take out turrets too which is nice. Not guard posts though :/
A Hybrid just tried popping my colonies command station again, with the FF now built, it turns and runs without doing any damage beyond a dozen turrets.
Again, for some reason a solo hybrid came early. The main wave of hybrids came a few minutes later and they popped my second colony command station as the defences are not up yet.
Just hit 1:30:00 game time, still trying to build my second colony system up.
And my threat just spiked from 120 (remnants of the hybrid attacks I think) to 488 and I don't know why.
Nevermind, I've just been introduced to the Preservation Minor Faction, this is going to hurt.
Or not?
According to the scoreboard I just killed 923 Warden Preservation Bombers in the past couple minutes and I lost a single basic turret. They were throwing themselves at defenses designed to stop hybrids and a system with an Ion cannon in it, but at first brush they are too weak.
Not so the 500 commandos that followed them in a few minutes later.
Alright, I've got my second colony system secure, and that's it for tonight. The fun stuff with the Neinzul structures will have to wait until tomorrow.
D.