Hmm, ok, thanks for all the feedback
Generally I think there's a lot of resistance to anything that hits the nebulae post-completion. Though I think it could work if the rewards were balanced appropriately, the nebula bases auto-repaired after the scenario, and you had some kind of lead time to respond before the attacks hit.
On anything that hunts human champions I agree that it really doesn't help the AI a whole lot since the champions are free (or, if it's so effective that it shuts down the champions, well, that kind of removes their ability to act independently). That said, it could be one of the tricks in the bag.
Anyway, what I'm leaning towards right now is to do both of the below:
1) For each human champion, the AI gets a threatfleet nemesis unit that respawns (on the AI HW) after a moderate delay (unless the AI HW is under serious attack, probably; I don't want these making the HW assaults all that harder). I'll probably keep these frigate-sized like the AI-HW defenders and scale up their numbers according to human champ max hull size.
2) Over time, the AI builds up points for a new dirty-tricks-bag, with the rate being based on:
- Number of human champions
- Max hull size of human champions
- How low the AIP is (the same way the nemesis defenders are: if your champ gets really powerful while the rest of the human forces are still considered a non-threat, the AI responds more forcefully to your champ)
-- Edit: It'd probably be good to make sure the dirty tricks points don't start counting up until maybe an hour into the game, and/or are very low while your max champ size is still frigate. Not wanting this to just gank players at the start of the game, but rather to add a risk to ultra-low-AIP+Ridiculo-Champ strategies.
And the tricks it could play when the counter hits the threshold could be:
- Spawning a champion-hunter group (probably more nemesis units, but these would use galaxy-wide-chase logic against the nearest human champion on an AI planet)
- Spawning a nemesis-generator on a planet say 3 hops deep into AI territory; you'd get an alert with a timer and which planet it's on (if scouted, though maybe it should just tell you in this case), but if the generator was still alive when the timer hit zero it would spawn some threatfleet nemesis units, spawn another generator, and reset its own timer. With a cap of say 10 generators per planet to avoid CPU collapse.
- Triggering a counter-attack-wave of nemesis units with the normal counter-attack-wave timer length.
- Quietly setting a flag that makes the start of the next nebula scenario trigger an automatic double-wave from the AI's. That might be a little too mean
- Spawning a special nemesis unit equipped with an EMP-when-on-human-planet module and send it at the nastiest human chokepoint or something like that.
I could be meaner, but I'm not sure you want that