Before Action Report. How odd, isn't it?
So, thanks to Malkiel, I'm back on the AAR scene. But not right now, actually. I want to plan ahead and design my settings before playing them and reporting them on the forum. I'm here to write down my thoughts on these settings and let you propose and vote for them.
General DifficultyI currently have some AIW game going on at 8/8, which is my challenge zone. So as I consider AAR are mostly for fun and
profit lore, I'll go for 7/7 and... Let say no auto-AIP or maybe just 1 per 30 minutes. Pushing it higher would certainly put me out of my tracks, but not in a fun way, I think. I reserve this kind of setting for my personal difficulty-outatracks, like 9/9 and red-hard AI types.
Main ThemeI'm rather a fleet boy and it took time for me before I invest at least 1,000 Knowledge in turrets in a whole game. Also, Malkiel reminded me of the Showdown campaign, that I attempted (and barely won) only once. So the theme will be towerdef and the main Minor Faction will be Showdown Devices.
Map and AI TypesThere, I'll need help.
On the AI Type topic, I'm rather familiar with all the easier and moderate types. However, I have no idea on which types will blend nicely with this setup. I you're reading this and you have thoughts to share, don't hesitate! I'm sure we can come up with some fun and thematic combos with AI Types.
On the Map style topic, I'm more than puzzled. I need something that's defensible, so exit lattice and the hubs versions. Snake, simple and realistic are just uninteresting, mazes are just trees, and grid and concentric are parts of previous episodes of Outa Track. So what? Something like Tree, Vine or Spokes? However, I'm pretty familiar with Cluster and Wheel, but they are good candidates for a towerdef theme. Honeycomb and Encapsulated are uncommon for me and would be good outatrack-ers, but I'm not sure they would blend well with the theme.
What do you think? Tree-like, fun-yet-known Cluster/Wheel or outatrack-ers Honeycomb/Encapsulated?
Also, which size? I'm rarely out of the 80 planets size. But where must I push myself? More than 80? Isn't it better/easier for a fleet-centered game? Less than 80? Will there be enough room for interesting towerdef? Let me know what you think!
Factions and PlotsThere will be no broken golem in this game. Period. But what now? I'm rather uncomfortable with the Spirecraft MF, maybe because they're very different from the golems: they're less straightforward powerballs like a golem fleet or a high end Fallen Spire fleet. They require care because asteroids are finite resource, and most of them are utility units. So yeah, maybe Spirecrafts will be good outa-tracks feature. And the Exowaves will provide a good reinforcement for the towerdef theme.
Zenith Traders? Well, they will be no outatrack-ers, but all their goodies are defense items: Zenith Power Generator for more turrets, superfortress and OMD for bottleneck, etc. Mmkay, why not.
For the rest of the MF, I would rather say no because they have nothing to do in a towerdef.
- Human Colony Rebellion, Miner Golems and Spire Civilian Leaders all reward or punish players for camping. While I'm rather unfamiliar with HCRebellion, I know the two other very well.
- Dyson Sphere is too powerful in a defensive setup. Also, I know it too much.
- Dark Spire, Neinzul Roaming Enclaves and Nomad Planets are already central in previous Outa Track episodes.
- Fallen Spire and Exodian Blade are great campaigns, and I can't imagine playing one of them in an AAR without making it the central theme. So nope for this one. (However, I love the towerdef bits of the Fallen Spire campaign.)
Oh! I almost forgot the champion-side of the setup. Well, I love the nebulae scenarii. (Yeah, two weird plural in one nominal group. Thank for that, Arcen!) However, they are like Fallen Spire and Exodian Blade: big features for an AAR. The alt.champ. progress/nemesis would be great outatrack-ers because I hate them. Er, let me rephrase that. The alt.champ.progress may be too powerful and aggressive in a defensive setting, and alt.champ.nemesis would be a bit weird, thematically speaking. No maybe not.
On the plot side, now.
- Avenger? Well, I already have a big-big !!fun!!-ball for the end game, so nope.
- Hybrids and Premption are pressure, not towerdef. Also, I'm not sure they would be outatrack-ers for me. However, I'm not sure I already beaten them at high intensity. Okay, tagged as "maybe".
- I hate Astro Trains. They would certainly push me out of my tracks, but not in a nice, fun way.
- Beachhead and some combination of Shark plots would be interesting in a towerdef setting. Also, while I know how to deal with a beachhead (fleet boy, remember?), I still make many mistakes and I never cracked up the Shark plots. So yeah, maybe I'll enable the three at the same time!
- Hunter? Nope. They were out in a previous Outa Track episode and blend not very well with a towerdef theme: any assault in AI territory will already be strange to me, without a big fleet to tank the cops.
- Warp Relay and Counter Posts are in my default plots. So yeah, I'll let them be, also because they have the potential to stress a defensive stance.
Lore, yay!Red.Queen mysteriously disappeared! The Pirates working for her completely failed! What the main character of Outa Track MkI had become? What does this one-man-army, experimental SupCom thing is up to, now?
Reading it again, I realized the first post of Outa Track MkI is unfinished. I totally forgot this. Maybe it's time to go back and finish it. Or maybe it'll be finished when the first MkIII's post will land on the forum. Who knows?
TL;DR- I need help on Map type and size, and AI Types.
- As major features, there would be Showdown, Traders and Sharks.
- As minor features, there would also be Beachheads, Warp Relays and Counter Posts.
- There might be Spirecrafts, their asteroids and Exowaves. I'm not sure.