P.S. I can certainly say whipping boy is an extremely prominent strategy for big co-op games. I'm not sure how viable a no/low chokepoint strategy is when you have eight players and giving everybody a second planet's worth of income is an additional 120 AIP. The additional resource points certainly help, but I'd like to see some shared resource gain from new command stations in co-op games if possible, for more of a resource curve rather than stepladder.
This is part of what I see as the problem.
Even in a normal single-player game, going from 1 HW to HW + 3 protective worlds is a jump from 10 to 70 AIP. For that 7x increase in AIP, wave sizes are now 8.5x as large (before ingress-count modifications). In addition, that 8.5x wave is directed against only one of your three defensive worlds.
[...]
Is AIP too inhibitive?
While I do think the AIP costs for taking out a planet could use some tweaking, I don't think by much. The game has been balanced around 25 AIP (or was it 30?) per planet for a long, long time. Changing this without at least considering everything else could really hurt balance (at least in the short term)
What I will take issue with is the exponential scaling of the AIP for the higher difficulties. Even with the tiny exponent, it still grows too fast IMO. I would rather see a polynomial increase. Increase the base strength (at AIP 10) if needed.
Also, it would be nice to see a smaller slope for the linear growth that the lower difficulties use, again, increase base strength if needed.
I think these would help a good bit with AIP preventing player from getting too "skittish" about what defensive techniques to try.
Unless the AI is *required* to spread attacks evenly among all possible systems at all times (including Exowaves and Threatfleet), it will ALWAYS be better to reduce the number of defensive worlds. This trivialy reduces to "The best defense is defending only one system", and the chokepointing problem.
I'm not sure if you can say trivially. Right now, the scaling with the number of inpoints for waves acutally decreases max wave size as inpoint goes up. This makes 2 and 3 chokepoints actually viable now (note, I said viable, not necessarily balanced).
Note, exos aren't doing something like this, which is actually one of the points we have been going over in this topic.
Yea, multi chokepoint and no-chokepoint may still need more help, but I don't think they are bad enough compared to single chokepoint setups to write them off "trivially".