Glad to hear you enjoyed it, Toranth
I am certainly open to changing these and rebalancing and so on. I'd be shocked if my first balance attempts are right, though I'm pleased to see that I think it more or less hit the target for your particular cases: very challenging, but winnable, except for 1 of the 4 tests due to highly connected map (though I think that you probably could pull it off, but I'm armchairing there). But first I think you would benefit from a bit more information to understand what you're seeing (and how to extrapolate to cases you haven't directly tested).
First, this is not actually intended to let you "win by turtling", but rather to win by distributed defense (defending the command stations on device planets for 30 minutes) followed by concentrated defense (defeating the 2 GSCs before you kill you). I suppose it's still possible to get all 4 showdown devices behind a single choke (to clarify, was that workable?) but it does indeed try to space them out equally from all human and AI homeworlds and each other (it won't put one on a dyson planet, for reasons you can imagine, but I don't think it specifically spaces away from it). So to some extent if you can get your HW and all 4 devices behind a single choke... well, that's pretty good work already, or just a really favorable map type.
Is this feature meant only for people that regularly play 9/9 + so that they have something more to look forward to in terms of difficulty?
That's not the main point at all. The main point is to give you a way to take a game from mid (or late) to endgame immediately if you think you've got it beat or you otherwise just want to get it over with. Ultimate Stalemate Breaker, and all that
It's not necessarily going to be winnable in all circumstances, as otherwise what's the point of having the normal way of winning? But the idea is that if you've got a reasonable situation, feel you have dominance over the galaxy (aside from the AI's nasty habit of getting exogalactic reinforcements), then you can probably find a way of winning the showdown if you're clever enough. It's meant to be a tough challenge, because it's likely to be the last challenge you'll face that game. If it's too easy, then mostly what I've accomplished is to short-circuit the challenge of the game, which would be a very bad thing.
Suggestion: A change so that acquiring the fourth Device not start the Showdown right away but, like the Fallen Spire Exogalactic Tranceiver, it should require the player to DO something to start it. Require something to be built in each Showdown Device system, for example, that dies if the system's Command Station dies. Not expensive, no abilities - just a human-controlled trigger.
You can abort the process at any time before the half-hour timer is up by scrapping the command station on one of the device planets. That seemed quite sufficient for giving the player control of whether the process is going. Sure, that may put you in a position of not being able to get resources (or potentially knowledge or fab production or whatever, if you don't hold of the planets adjacent to any of the four devices) from 1 of the planets you've cleared the AI station off of, because holding it would trigger the devices, but that's not that big of a deal.
Suggestion:
1) Tone down the strength of all waves, especially the counter waves. 9 times as tough, 1 tech level higher, AND 30-40 times as often seems a little too much. Maybe only 5 times the size?
I don't know what all your settings were, but the wave size is based on:
- normal wave calculation, for a normal-time (not a max-time) wave
- multiplier is 2 multiplied by the sum (not the product) of the below:
-- add 1
-- if Broken golems are on, add 2
-- if Botnet golem is on, add 1
-- if Spirecraft is on, add 2
-- if Champions are present, add 0.25 each
-- if Fallen Spire is on:
--- For each galactic capitol, add 1
--- For each city hub, add 0.25
--- For each non-hub city structure, add 0.125
So if you don't have any superweapons, the showdown waves will be on the upper end of normal (probably not 2x that, even, because it's based off a normal-time instead of a max-time wave) but nothing like what you saw.
If you have ALL the superweapons on, and 8 champs, and 5 cities + capitol, then that's 2*(1+2+1+2+4+6) = 32. And if you have multiple homeworlds then there's that like normal, etc.
Anyway, the idea is that this should provide an appropriate challenge both to a non-superweapon game and to an everything-on game. I'm sure the balance needs adjustment at many of those points, but it may be difficult to extrapolate from a few tests how it will be on some different settings. In the case of golems and spirecraft it puts you at a disadvantage if you have them on but aren't using them, but basically the idea is that you're going to want to bring
everything to the table to succeed in a showdown. It's the end of the game, after all (though it is possible to get back to normal if you lose control of a device and fend off the remaining attacks without dying).
It's also possible that there's some bug in there making it harder (I didn't actually tell it to go one tech level higher).
2) Give Counter-waves a much-increased warning time. I'd suggest either 3:00 or 4:00 minutes. That's enough time to move a fleet a reasonable distance, and still have a little time to deal with the issue before the next Counter-wave is announced.
3 sounds high, considering the overall timeframe of the showdown, but I'll give 3 minutes a try in the next release.
Suggestion: The GCSs themselves are insane. Even if the rest of the Exowave strength was cut by 50%, these alone would be enough to take out most defenses. Maybe give them a bit more HP for balance, but cut the rest of that final Exo-spawn significantly.
Bear in mind that the exowaves use the same "what
limburgersuperweapons has the human got enabled
this time?" multiplier as above. Though it's not multiplied by 2 (so worst case max is 16, rather than 32). The base sizes are 5,000 (exobudget points, not strength) for the 2.5 minute ones, 25,000 for the 15 minute ones, and 50,000 for each of the GSC ones. Bear in mind that the 25k one is launched at 15:00 and 30:00, so it stacks with the 2 50k one for a total of 125k * (superweaponMultiplier) at that moment. On top of the final CPA.
By the way, I think you suggested having that last bit just scrap the guard posts to free everything, but that "Final" CPA is already actually supposed to free
everything left in the galaxy.
All the guard ships.
All the barracks ships.
All the strategic reserve ships. I honestly forget if the special forces shows up for the party or not. That'd hurt with hunter, though honestly a few more HKs at that point might not be noticed.