Hmm, thinking about Zincat's bad position, I got do wondering, what exactly does the Fallen Spire intensity do?
The obvious guess would the that at the very least it scales AI reponse exos, but is that all? Does it, for instance, scale the number of spire ships supported by each spire shipyard or scale the ships' stats? Scale the metal income come spire habitation centres? Scale how far away from the homeworld the shards will spawn for the shard chases? Something else? In other words, does playing with a different FS intensity result in a somewhat different challenge, or is it all about ever larger exowaves?
I can tell you that spire shipyards do not support more ships, nor metal income is increased in any way. Not sure about shard distance.
The one thing I certainly noticed is that the waves were bigger. Like, a lot bigger. Shard chases too, I had to try them SO many times, because they would destroy the shard. That said, I *might* have noticed another thing. I think, though I'm not sure, that the waves charge quicker at intensity 6. I certainly do not recall the waves being so often in my other game 6-7 months ago, and I finished that fallen spire game.
But this might also be due to the recent buff to exowaves, so I'm not sure
Regarding the brick wall defense (Kahuna trademarked
) as you might imagine I gave it quite a bit of thought lately, due to being screwed over by the ai so many times in this game. I can think of 3 situations where they are still perfectly valid.
- In games where there are exowaves, but they are not too extreme. In such games, you are generally able to stop the enemy in one system with a brick wall defense, and you should do so! Having defenses over multiple systems is very good for attritioning, but result in more energy spent, and generally the possibility of range resulting in losing something important if some enemy ship slips through.
- In games with no exowaves. In these games, unless difficulty is extreme (10/10?), or unless you let ai progress go up too much, you should be also able to stop enemies cold in some chockpoints. Once again, if you can you should do so, same reasons as above.
- In games with fallen spire, where you have a Spire City. You WILL use a spire city to block a wormhole. You want to, to avoid the exowaves going through. Spire cities, at least those at the frontline, are generally in critical places. Unless you use a Black Hole machine, but that's dangerous because the exowave might have units which ignreo forcefield, or use energy bombs. And if your Black Hole machine goes poof, then you're generally in a very bad position.
In games with strong exowaves instead, or in system before/behind a spire city, then I find that the attrition soft block defenses of Logistic station, sniper/spider/missile turrets, mine, grav turrets etc are better, and you don't want to put the station on the wormhole. It would get burned toooo fast.