Original Discussion here (now locked), for reference:
Core Shield Generators - DiscussionBriefly: from the poll on the other side, it seems like there are some people who like or love CSGs, many others that don't really care, an even larger number that slightly dislike them, and some people who really hate them. After reading the many (many) responses to my request for concrete discussion of what exactly people did and did not like about how CSGs affect their gameplay, the core takeaway I have is this: no one solution is going to make everyone happy.
Taking away CSGs will make a few people (RCIX, etc) unhappy, whereas changing them significantly would undermine the entire point of how they are set up, and probably wouldn't satisfy the mechanic's biggest detractors, anyhow. So I'll do neither: I won't take it away or leave it in place (
whaaat?).
A few people also suggested the idea of having a choice in the lobby of what kind of defense system the AI will have, and at the end of the day that's what seems like the best choice.
AI Defense Systems DropdownThe lobby will have a new dropdown labeled "AI Defense Systems," and the players must choose an option from that. The default will probably be Core Shield Generators unless people feel there is a big reason not to do so. As the CSGs provide nice intermediate goals for new players, it seems like the good first-on option.
Upgrading Existing SavegamesExisting savegames will default into whatever the default is. However, there will be a flag on the save noting that it wasn't explicitly chosen, and there will be commands that provided that will let you switch to a different AIDS option. So, if you start a new campaign and choose something you don't like, or if you upgrade an existing save, you can then use the commands to change your AIDS option once.
If someone accidentally starts with CSGS (or any other option), or if they aren't happy with how their save gets modified on upload, then they can use a command to change it. But once you chance it once via command, you can't do so again from that save. Thus you can't use the commands as a way to continually toggle around the AIDS options to cheat.
AI Defense Systems Dropdown OptionsNow, to the explanation of the specific options, from which you must choose one and precisely one per campaign. You will have to choose something from this dropdown, but if you don't like any of the options that are so far planned, feel free to submit your own. We can't do everything, especially not immediately, and especially not if it takes a huge amount of design/programming/art work to implement.
But this is clearly a sensitive issue for folks, so we'll do our best to be accommodating. But if you can return the favor and think of the simplest possible way to achieve your goals of what would make you happy with the least work on our part, that would be appreciated. This whole thing is basically a side trek, extra work on top of the big mound of balance/bugfix work that is already waiting in mantis (and ever-growing).
So, to the list:
Core Shield GeneratorsWorking as they currently do, but with of course an entry for them in the Objectives screen. The fact that it's not there already is just something we haven't had time to do yet, not an oversight or an intentional omission. I don't think there's much to discuss here, that's bean beat over pretty heavily in a different thread.
AI Progress Gating (thanks Kemeno)When this is selected as the AIDS, you won't be able to damage the AI core guard posts or AI home planet command stations until the AI Progress has reached 500. You can do anything you want to get it to that level, including just blowing up 10 nukes if you want. This doesn't have a lot of the secondary benefits of the CSGS (intermediate goals, forcing territory to be spread out, etc), but so it goes. I don't think there's much to discuss here, that's bean beat over pretty heavily in a different thread.
Planet Capture Gating (thanks HitmanN)When this is selected, you won't be able to damage the AI core guard posts or AI home planet command stations until you capture -- and HOLD -- at least 20% of the planets on the map. If your hold on the map drops below 20% while you're in the middle of fighting the AI, the shields go back up, so watch out. This will probably encourage even
more turtling, sigh, but at least it makes players come and stay a while, so to speak. I don't think there's much to discuss here, that's bean beat over pretty heavily in a different thread.
Anti-Deep-Strike Waves (thanks to Suzera and various others -- write in if you should have credit here)The mechanics of this are still not 100% stabilized in my mind; it seems likely to be rife with logical exploitations and isn't in my normal play style, so you folks are going to have to help out with this one if you want to see it implemented. But basically, it would be waves that get launched periodically (every 4 minutes?) against any non-scout, non-transport ships of yours that are way out in enemy territory -- say, more than 4 planets away from your planets? That would penalize deep raiding without making it impossible.
Rather than having a big mix of discussion in this thread, please constrain ALL design comments on this option to this separate thread I'm made for it:
http://www.arcengames.com/forums/index.php/topic,7799.0.htmlAnti-Deep-Strike Hunter/Killers (thanks various -- write in if you should have credit here)The idea on this one is also a bit nebulous, so will require further refinement from the community. But the general idea -- I think -- is that when you kill an AI Planet (or attack it? hmm) that is more than, say, 4 planets away from your home, a Hunter/Killer gets spawned. HKs are wicked strong, and there are five various mark levels. This idea isn't complete enough for actual implementation yet, and I'm honestly not feeling that inspired on it. If you have better ideas on what the spawn rules should be, please comment.
Rather than having a big mix of discussion in this thread, please constrain ALL design comments on this option to this separate thread I'm made for it:
http://www.arcengames.com/forums/index.php/topic,7800.0.htmlShield Suppression Nodes (thanks to ?? -- write in if you should have credit here)This idea was suggested, but I forget by exactly who; sorry, I was reading stuff from a ton of folks, and it all started to blur together by the end, and this was a pretty recent idea. Anyway, the core idea was to make the players build in multiple disconnected groups, to make the game more interesting in that way.
You would have to build (perhaps) 5 different of these on an 80-planet map, and they would have to be 1) continuously held, 2) adjacent to an AI planet with a warp gate, and 3) not within two hops of any other shield suppression node in order to work. On < 20 planet maps these would not be even present. On 40 planet maps the number might be 3-4 rather than five, and on 20-30 maybe 2-3.
Rather than having a big mix of discussion in this thread, please constrain ALL design comments on this option to this separate thread I'm made for it:
http://www.arcengames.com/forums/index.php/topic,7802.0.htmlOther ideas?If you hate everything on the list, don't tell me why. Tell me what sort of option you
would want, and just ignore the rest. Rather than trying to satisfy everyone with one all-inclusive feature, we'll try to do a variety of features so that everyone likes at least one. Again, the simpler you can keep your suggestion for us to implement, the vastly likelier it is to be implemented in any near-term timeframe.
Thanks!