One thing I think the rules encourage here is actually ramping up to a relatively high AIP shortly before the showdown, so you can grab stuff like extra turret controllers and so on. The waves are still AIP-based but the exos are not, and while the "middle" CPA is AIP based, the last one is effectively not because it's supposed to just free everything
I think you are correct - now that I know that Exowaves (the hardest to 'control') are not AIP based, my AIP concerns drop dramatically. So what if the waves are bigger, if I can channel them to my chokepoint?
(thanks for the note that it wasn't actually doing so, will see what I can do about that, though I imagine you'll understand that it wouldn't be a good idea to clear out all the guard posts because of counter posts).
*gack* Um, yeah. Let's
not kill every Counter Post in the galaxy simultaneously, while also jumping the AIP through the roof.
I could actually make the waves themselves based on a "static AIP" like 300 or 400, and the idea is that the AI is just responding with whatever it can (given its other commitments and that the milky way isn't necessarily vital to it) rather than its estimation of your threat level.
A large part of me leans towards this. It encourages the player to get the necessary goodies, to do all needed gate-raiding, etc, without worrying too much about "Will this 5 AIP help me more than it'll hurt me?"
On the other hand, with the map and the right cheese, I suspect some people could complete the Showdown at less than 100 AIP, by taking advantage of the lower wave sizes, which is an option that would go away.
I think this'd be good in the long run, like the same way Fallen Spire forces the player to clear out AI worlds.
Rebuilding them isn't the issue at least for me. What if I want need an anti-bomber turret everywhere against a mad bomber AI type and I can not afford to dilute my chokehold by taking away turrets from there?
But if you have the Laser Turret Controller then you can put those laser turrets everywhere. If you aren't needing to rebuild them, then that would be a full solution even if you later lost the controller, no?
If you needed still more, well, I guess you could hope for a Missile Turret Controller too
I'll admit to thinking the same thing as Vyndicu here. When the only Controllers on the map are Flak and Lightning, and the AI isn't using swarmers, I find myself disappointed.
As an idea: What if the controllers did not specify a type, but just allowed the player to build X Mk V turrets per system? Owning two controllers would allow for 2*X, etc.
Alternate: Each controller allows for a much smaller number of EACH turret to built. Instead of 24 Missiles, it'd be 4 of each type.
Finally, about Core Turret Controllers: Are we going to get Mk V Grav turrets? Mk V Tractor turrets (Widow Turrets?)? Mk V HBC (drool)? Implosion Turrets? (Yes, I'm jealous of the Dire Guardians).