Moving all the guard posts next the the AI's home command makes the AI HW a strength check, did you play the game up till now correctly? This then turns the AI's home command into a one-off fight that is over in a single attack (or two) that is resolved very quickly.
Stop taking suggestions out of context. The suggestion to move everything to the home command station would INCLUDE a rebalance of the guard posts.
Was this directed at me? Because that quote wasn't something I said, and my post made no assumptions about rebalancing.
I actually like the current system. I'm just wary of the current stats.
I like the idea of brutal picks. However, I agree that the brutal picks are a bit too...um...brutal. I guess the issue is that the difference in difficulty between non-brutal picks and brutal picks it too high. Also, some brutal picks are more threatening then others. (Thus, nerf the brutal picks, and buff the non-brutal picks somewhat)
This is my stance. Ideas that balance the intensity will easily win my support; ideas that want to change things dramatically are being met with skepticism. I don't think it is broken, so why should it change?
Could having some fancy extra system in place to prevent too much variance in structure placement making it hard to balance be good? Maybe. However, I think forcing a seeding strategy to such a narrow range (like evenly spaced or all next to command station) is going too far.
Some of the ideas of integrating core shield gens or core shield gen "lookalikes" as an optional way to weaken the homeworld (like blowing up the shield gen or shield gen replacement will blow up a linked core guard post, and vica-versa) would be a nifty way to have a fallback if you get "extra brutal" RNG layouts.
Again, I would like to say for the short term, before any stat balancing needs or new logic needs to be done (as a short term stopgap):
-Reduce brtual pick counts the AI getes by 1 for all difficulties
-Make the number of brutal picks constant for all difficulties (no 1 or 2 brutal picks, depending on chance, use the middle of current bounds, rounding up. Combined with the first thing, this makes difficulty 7 go from 1 to 2 brutal picks to always having 1 brutal pick. Yes, that means any difficulty <6 will get none. That is fine)
-(LESS IMPORTANT)Make the AI superfort a brutal pick, and brutal pick exclusive so they don't seed anywhere else anymore (though the Z trader can still sell it to the AI, if it is already on the list of the things the AI can buy from it)
I don't think the SuperFortres should be a random pick - It's a special AI-type goody. Otherwise... Setting a constant number of brutal picks is a good idea, I think. However, I think that Diff 9+ should still get 3. At the very least, Diff 10 still should.
Tech, your ideas are simple, but they don't address the core issue that it is possible for combinations of posts that result in strategic gridlock.
Usually I am in favor of quick fixes but for some reason I am not in this case: The core issue has to be addressed, overlapping brutal picks result in bad situations. This has to be addressed, reducing the number of brutal posts and streamlining their number does not.
The RNG will sometimes result in bad situations; this is a given. I had a wonderful experience where at the beginning of a new game, the Z Trader moved through a Mk IV AI world next to my homeworld - and sold a OS Raid Engine when it left! 2 minutes into the game, I was facing 100 ship Mk IV wave. That game was short. Screwed by the RNG? Oh, yes. But, oh well. That's the RNG for you.
As long as we can reduce the number of times an
impossible situation occurs, rather than a merely difficult one, then I think that addresses the problem.
Reducing the number of brutal picks does that, by reducing the difficulties at which you will face multiple Brutal posts. At higher difficulties (9+), it seems a safe assumption that players are willing to deal with difficult situations.
And at Difficulty 10? Well, nearly impossible is what you're asking for, right?