Poll

From Chris: Just in the interest of gauging support, do you:

Really love the new mechanic as-is.
3 (7.9%)
Like the new mechanic fine as-is.
6 (15.8%)
Not really care one way or the other.
8 (21.1%)
Slightly dislike it.
13 (34.2%)
Actively dislike it.
5 (13.2%)
Hate it with the fury of a thousand suns.
3 (7.9%)

Total Members Voted: 0

Author Topic: Core Shield Generators - Discussion  (Read 17170 times)

Offline ShadowOTE

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Core Shield Generators - Discussion
« on: December 04, 2010, 07:20:21 pm »
Ok, the purpose of this thread is to provide suggestions and feedback on the new Core Shield Generators mechanic. Background on the mechanic:

One more note: as always, I want to make it clear that I'm not saying that I'll never change this, or that I won't consider other ideas.  But, the suggestions that have come up so far are already things I've considered and discarded for good reasons, and/or which otherwise violate the core design principles of this thing I'm trying to accomplish.

To make things easier to discuss, here are those core design principles for this new mechanic:

1. It must require that players take a certain number of planets, at least probably 8 on the low side (on a 40/80 planet map), but more likely 10-12.  

This is non-negotiable, as the ultra-low-planet-counts are something that I've been fighting for a long time and don't find to be a valid way to play this specific strategy game, because it's just too exploity and/or relies on the players grinding away at sacrifice of their personal time in exchange for the satisfaction of having pulled one over on the game ruleset.  

I originally tried to combat that with the energy reactors having lowered efficiency per planets, etc, but the ZPG sort of bypasses that and players were able to work around it anyway.  But fortunately, the energy reactors are at least required to be spread out (and thus more vulnerable), which was a secondary (but almost equally important) goal of the reactor efficiency thing.  So that mechanic still has purpose and stays.

2. It must prevent the player from having any hope whatsoever -- I mean black and white 0% chance -- of winning the game before #1 has come to pass.

This is the one that people have the most issue with, I think.  They don't like the feeling of options being taken away.  But "please play the game" isn't really an ultimatum when it comes to game design, I don't think.  Had it been this way from the start, people would never have complained, I feel quite sure.  Who's complained that it takes 70 stars to reach bowser?  What, you only want to do 50 before you quit playing the game?  Why not just do 50 and stop if that's how you feel, honestly -- it's about the journey, not just about finishing as fast as possible.

And there are, of course, those who feel that this is just padding out the game.  But I hardly think so: the majority of players already play in this style, anyway, where they take a certain number of planets.  It's the natural way to play unless you're trying to turtle or you're trying to rush, both strategies of which the game actively -- and unapologetically -- tries to quash.  "Hi, my name is Chris, and I'm a turtle.  If the game let me, that's all I'd do."  Seriously.  The game is built to break that habit.  And it's similarly built to break the rushing habit.  Or at least it's supposed to be.  This is a 4X at heart, not starcraft.

3. It must not restrict players to taking a specific arbitrary set of planets.

Now THAT'S a horrible reduction in choice.  Having to take the two AI homeworlds is different and interesting, because they're special and built unlike other planets.  They're the final boss.  No problem.  Having your roadmap laid out for you on what exactly other planets you have to take on the way there is incredibly lame.  

That's why there are networks here.  Sure, it makes you take 4 out of the 5 ARS planets, but again you really ought to be doing that anyhow.  For the rest of the networks, it gives you a choice of at least two planets, and often quite more than that.  It covers enough territory that you can choose your various four secondary-group planets from half or more of the galaxy.  If you're telling me there aren't four planets in half the galaxy that you want... well, that comes back to being either a turtle or a rusher.  The mechanic is here to help.

4. It must not be ridiculously over-complex to play with, or to code.

Clear enough, I'd imagine.  We have limited time, and while this issue is important it is only important for a subset of players: since, again, most players would already be playing in such a way this would barely if at all impact, anyway.

5. Players shouldn't be able to just turtle up in one corner with all their planets next to one another.

This one was a late-add oversight.  But it basically answers the question of "why not just make players capture x number of planets to bring down the shields."  The answer is that, as hinted at above, this is meant to prevent players from turtling.  If all the rule says is "your big fortress must be bigger before you raid the AI into oblivion," that means very little, right?

An example: in Chess, you can't just keep all your pieces on the back three rows, safely ensconced, while your queen rampages around the board.  That wouldn't be much of a game.  But, if players could just rebuild their queen every time they lost one, given enough time passing, that's what many might do.  It becomes a war of attrition.  And those are really lame.  That's what many RTS games are, and I hate that.  That's not strategy.

In the case of AI War, the fact that your pieces are not a finite resource is a necessary byproduct of the expectations of the genre, but it means it also comes saddled with the usual baggage of the genre.  Players don't want to open themselves up for attack if they feel like they don't have to, and players don't want to feel like decisions they make are choices that are one-way doors.  Those are uncomfortable.  But that's where a lot of the true strategy comes from.  If you make a mistake and then just hit the undo button, where's the strategy?  Real strategy is about risk and reward, and it's true that minimizing risk is a huge factor there, but risk shouldn't be able to be eliminated all together.  And that's what this turtle-raider strategy lets players do.


Further, to be clear:

It might sound like those three non-negotiable goals are just a way of saying that I won't consider ideas other than the one I implemented -- which is suspiciously tied to all of them, right?  That's not the case.  However, that's a pretty exclusive list of non-negotiable conditions, simply by nature of the problem I'm trying to solve and the larger mechanics of the game into which the problem fits, which means there are a pretty limited number of possible solutions.  That happens sometimes in game design.

However, as the game evolves, new possibilities might open up.  That happened with the hull types, with the shot mechanics, control nodes, and with various other things where I argued against the community and later changed my mind.  At the time, I maintain I was right not to change things.  Too much was resting on those particular supports to remove them or severely alter them.  There wasn't a clear other path that didn't have serious flaws or shortcomings.  But as the rest of the game evolved, things got to a point where the players were overwhelmingly right, and I had no reason to object.  This is an evolving game.

That is all. ;)

Existing suggestions from previous thread:

Dreadknoght:
1. Ether there be a toggle for the Core Shield Generators,  for the people that doesn't find it that intriguing.
or
2. Make it so there is some kind of gain for destroying the Shield Generators, for the people who are a little sketchy on the idea (I.E. A few new unit types that you unlock (not necessarily powerful) when you destroy it).

HitmanN:
Player captures X number of planets, AI homeworlds' shields go down. No CSG's or whatever needed. Simple, straightforward, doesn't force choosing specific planets, simple to code, etc, etc. It matches all the criteria.

Perhaps the AI decides to convert the invincibility into dynamic forces (reinforcements) instead, turning off the invincibility, and ramping up reinforcements. You'd get a nice boost of difficulty along with the gates to the AI home opening up.

The only thing this solution lacks is making ARS's a mandatory capture, but I still think that should be a choice anyway. For instance, if you want to take high-resource planets instead of an ARS planet, then that should be up to you to decide.

Kemeno:
Here's an alternate mechanic that I *think* accomplishes much the same thing as the core shield generators, but keeps player options there.

Instead of forcing the player to destroy shield generators, make it so that the AI homeworlds cannot be attacked until the AIP reaches a certain level - maybe 200-500 or whatever. You have the freedom to do whatever you want to get the AIP up to that level (just throw some nukes around if you want), but if you try to go onto an AI homeworld before the AIP hits that level, the AI either A: launches *really* nasty waves at you (maybe these are special waves, or maybe the AI just gets some MASSIVE but temporary effective AIP boost until you get off it's homeworlds) or B: has shields so you just can't hit the homeworlds period. An in-game justification for the former method is easy: the AI essentially panics because it thought it'd reduced the humans to nothing, but suddenly they're on its homeworld? Better send in the special forces to quell the rebellion... but after the AIP hits a certain point, the AI perceieves the human threat as 'nominal' so it doesn't do this. Or maybe the AI home planets are invulnerable because they have a delicate home shield grid reinforced through its gate network or something - increasing AIP usually means you're taking planets, so you're destroying gates. Hopefully someone else can think of something better - the mechanic is the interesting part :-)

Perhaps 2-3 (maybe more) AI "Threat Assessors" are seeded throughout the galaxy, which reduce the AIP needed to assail the homeworlds by some amount - so you still have the freedom to play a relatively low (or lower) AIP game if you want to. But you have to hold these things in order to reduce the AIP needed, and if the AI ambushes you and you lose control of the planet, you could find yourself facing some very nasty AI waves. or in the best case simply be unable to assail the AI homeworld until you recapture it. Oh, and in order to get the AIP reduction, the Threat Assessor needs an active link into the AI warpgate network (needs to be adjacent to an AI planet  with a warpgate), so the planet with it WILL be threatened by the AI.

Optionally, it could be mandatory to take and hold one or more of these threat assessors to hit the homeworld.

Here's an example of how this might work:

You need 500 AIP before you can attack the AI homeworld. Each "Threat Assessor" reduces the AIP needed to hit a homeworld by 50 (could be anywhere between 50-100, depending on the number of these things we have). You want to hit the AI early, but not too early, so you take one of them. You now have to spread your forces out to defend the Threat Assessor while you hit the AI Homeworld.

Superking (not from previous thread, but also very relevant):

When I browsed over it I assumed cool, dispersed targets across the galaxy that weaken the AI in various ways. In reality its just a compulsory duckhunt that must be fully completed in any order before taking a homeworld with no element of player decision... there is so much more that could be done with this!

eg.

each generator could spawn in two or more places (two halves), one on the AI homeworld and one or more elsewhere in the galaxy. The ones elsewhere in the galaxy provides invincibility to the AI homeworld half, but if destroyed also scraps the AI homeworld & other halves; the AI homeworld half provides a planet wide effect such as

    Regeneration - Has a large but finite bank of HP that must otherwise be depleted)
    Speed Booster - until destroyed, AI units in system move at 2x speed
    Hive Beacon - when the planet is alerted, all hybrid hives receive an immediate waypoint back to the AI homeworld
    Zenith Portal - as long as the planet is alerted, the Zenith Portal receives a steady stream of BP. When the BP reach a high enough number, it produces a random (freed) AI golem and resets
    Gaurd Station - as the zenith portal, but instead produces random MK V AI gaurdians
    Counterattack Node - AI ships become enraged when player units enter the system
    AI Command station invincibility
    Reclamation - functions like a stationary, very long ranged leech starship (eg, firing large numbers of weak projectiles that tag player ships)


with such effects, an attack on the AI homeworld can realistically be attemped without destroying all of the other halves, but hunting them down first will make it easier. this could lead to situations where the player has to decide whether to press on, or delay and hunt for more CSG halves. this is all throw away ideas but it's just one of numerous more interesting applications of a treasure hunt mechanic Smiley


Winter Born:

An alternative would be:
The impregnable FF on the AI homeworld GP's go away after your "planet cap score" reaches or exceeds the highest AI dificulty in your game (If playing with a 4 and 5 AI then 5, if a 9 and 10 then 10, etc)
cap any bloody planet you want
Planets adjacent to your starting planet count 1/4 of a point each  {disincentive to turtle)
Planets not adjacent to any other friendly planet 1 point
Planets adjacent to another friendly not your home planet 1/2 point

for example a chain might look like this

HW - 1/4 - 1/2 - 1/2 - neutral or hostile - 1 - neutral or hostile - neutral or hostile - 1/2 - 1/2 - neutral or hostile

3 1/4 points earned 5 planets capped if playing AI7s then another 3 3/4 points required to open the gates so to speak.

********************
Ok, hopefully that covers all existing suggestions. If I missed any from the old thread, please let me know.

Edit - added suggestion from Winter Born that I overlooked - thanks for letting me know!
« Last Edit: December 04, 2010, 10:21:20 pm by ShadowOTE »

Offline Invelios

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Re: Core Shield Generators - Discussion
« Reply #1 on: December 04, 2010, 07:48:54 pm »
I don't have any big problems with the way it is now, but that idea by Superking, where the AI gets some random buffs and you have to destroy a node somewhere to get rid of it, sounds pretty interesting. If the buffs where randomized a little each game it could add some nice variety, and the concept itself sounds like a nice way, IMO, to make taking more planets not required, but very highly recommended. The only downside seems to be the time it might take to implement all of it.

Offline jordot42

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Re: Core Shield Generators - Discussion
« Reply #2 on: December 04, 2010, 07:58:20 pm »
A takeoff on an idea from WinterBorn:  Each AI homeworld has a "human firepower inhibitor" that starts at 99% efficiency.  What this thing does is reduce all human weapon effects and ship abilities (damage, EMP length, cloak radius, weapon boosting radii, etc) by 99%.

How to counter the inhibitor you ask?  Destroy the inhibitor energy reactors of course!  A small reactor reduces inhibitor efficiency by 2%, medium by 7%, and large by 15%, for example.  Each AI would have its own set of reactors.  Can only be destroyed on planet ownership change.  The larger the reactor, the farther from the human worlds it is.

So for those who want to rush the AI, go ahead.  Good luck doing piddly damage per attack.  But for those who want an even fight, the conquering of several planets would be mandatory. 

So now you have a choice on how you want to proceed while (hopefully) encouraging more planet capturing, as per the objectives above.

As a story side-effect, having the AI use energy reactors does go with the AI technology being based on the human technology (since humans created the AI in the first place).

Offline RCIX

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Re: Core Shield Generators - Discussion
« Reply #3 on: December 04, 2010, 08:05:34 pm »
So i sifted through the 7 page previous discussion (the thing that struck me is that our flamewars are far more calm than the normal order of business for many other forums -- its part of why i stay :)), and here's my opinion: This idea really sounds like what's needed for me to get back to playing. I always wanted some near-term concrete goals right off the bat that i had to do rather than just wandering around attacking stuff, perhaps now i'll stay focused.
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Offline jordot42

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Re: Core Shield Generators - Discussion
« Reply #4 on: December 04, 2010, 08:14:47 pm »
...here's my opinion: This idea really sounds like what's needed for me to get back to playing. I always wanted some near-term concrete goals right off the bat that i had to do rather than just wandering around attacking stuff, perhaps now i'll stay focused.

That's actually an excellent point.  Having short-term goals on the way to a bigger goal is a lot more fulfilling than just the final goal way out there in the nether.

Offline Montaire

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Re: Core Shield Generators - Discussion
« Reply #5 on: December 04, 2010, 08:19:33 pm »
You need to make people want to take planets. Punishing people is, well, punitive. Try giving an incentive.

I'd probably start off with +500 research points per planet taken. RP's are too scarce to really enjoy all of the game as is.  

Alternately, set up landmarks. On the capture of your 10th planet, unlock a ship type of your choice.





Offline HitmanN

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Re: Core Shield Generators - Discussion
« Reply #6 on: December 04, 2010, 08:34:17 pm »
A takeoff on an idea from WinterBorn:  Each AI homeworld has a "human firepower inhibitor" that starts at 99% efficiency.  What this thing does is reduce all human weapon effects and ship abilities (damage, EMP length, cloak radius, weapon boosting radii, etc) by 99%.

How to counter the inhibitor you ask?  Destroy the inhibitor energy reactors of course!  A small reactor reduces inhibitor efficiency by 2%, medium by 7%, and large by 15%, for example.  Each AI would have its own set of reactors.  Can only be destroyed on planet ownership change.  The larger the reactor, the farther from the human worlds it is.

So for those who want to rush the AI, go ahead.  Good luck doing piddly damage per attack.  But for those who want an even fight, the conquering of several planets would be mandatory.  

So now you have a choice on how you want to proceed while (hopefully) encouraging more planet capturing, as per the objectives above.

As a story side-effect, having the AI use energy reactors does go with the AI technology being based on the human technology (since humans created the AI in the first place).

I was just about to suggest something similar, although mine was that the ships at AI home have a permanent personal shielding that starts at 100%, and goes down by destroying CSG's. However, the idea of adding various levels of reactors all over the map is a marvelous idea, and limiting the player firepower could work too.

Take twenty planets with 5% reactors, or if you want to try to play with a low planet count, you'll be nicely challenged as to where you'll find ten 10% reactors or similar.

I wholly support something of this sort. With the amount of choices as to what planets to take, lack of freedom would be non-existent , and expanding would be rewarding if you want high level reactors at far away planets, and you'd get the reward straight away as the AI immediately becomes a step weaker at its home defense, but aeach planet you take also makes the AI stronger with AI Progress. It's up to the player to decide what point is the best to strike. High AIP and weaker defense, or try going in earlier, with low AIP but against higher extra shielding.

Challenging, encourages expanding, somewhat penalizes turtling, offers instantly noticeable rewards, contributes towards endgame, doesn't force any captures... You'd be constantly building and adjusting your setup for the final attack, choosing how to weaken the AI's, how to avoid making their offense stronger at the same time, and when to make the decisive strike. Best idea so far, IMO.
« Last Edit: December 04, 2010, 08:37:55 pm by HitmanN »

Offline Lancefighter

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Re: Core Shield Generators - Discussion
« Reply #7 on: December 04, 2010, 08:36:44 pm »
Ok, i said in irc I wouldnt get in the way here, but..


Choice: Such a fickle thing. Is my writing here by choice? Id like to think so, but it might not be; some will of a higher power forcing me to, destiny, what have you.

However, in the interest of choice, why must I capture 4 ars? As I've said, I dont care for them as it is..

The others, I am not against - chances are fairly good I will never be hunting for *one* of the other weak networks.. in my last game I could see already at least 3 of them within what I planed to annex anyway. I usually end up searching out a mk4 factory later in the game as well, for the scout.. and maybe if I like the bonus ship i have those (autobombs)
I typically end up with at least one fabricator in my space.. usually end up weathering a few counterwaves, and undoubtably will randomly find a e-shield in my space somewhere.

However, that only covers 4 of them; another 4 are wholly advanced research stations. Something I personally dont really care for - out of the hundred or so possible bonus ships, there are a precious few that I use beyond 'autobuild for defense', and yet little still that i particularly like..

If i choose one of these as my starting ship, I really have no reason to care about an ars. So why make me take 4 of them?

If the strategy can be either 'take all ars for extra ships in the blob' or 'take fewer ars and make better use of the ships you have'.. or even 'take one or two ars because they arent too far out of the way and they might have something useful'.. that would make sense.

However, the strategy is 'take ars. Or else.'

This is the main issue. Until ars become more valuable to me (and there have been many ideas to make ars more useful), I see no reason to capture them.. let alone the 4 you are making me capture.

If this was as little as 'group a is also a weak network' then.. suddenly, I see no issue at all with the entire thing. Chances are pretty good I will capture an ars as it is, even if only a single one.

Thus, my thoughts on the matter are concluded.
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Offline shugyosha

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Re: Core Shield Generators - Discussion
« Reply #8 on: December 04, 2010, 08:42:00 pm »
You need to make people want to take planets. Punishing people is, well, punitive. Try giving an incentive.

I'd probably start off with +500 research points per planet taken. RP's are too scarce to really enjoy all of the game as is.  

Alternately, set up landmarks. On the capture of your 10th planet, unlock a ship type of your choice.

I also dislike the kind of barrier core shield generators are. The mechanic of 5 different types is overly complex for the kind of goal they have to achieve. Rewarding the player without telling where to attack seems to be a far better solution.

The thing I like about AI War is the freedom to choose how I progress to my endgame. The reasoning that players take ARS planets anyhow and now have to take some random planets on top of that is actually limiting. Regardless how good it is to capture ARS it was an option and players could think about taking a world or maybe getting there without it. Now the game tells me what I have to capture instead of making me think about it.

I also cannot understand the argument against making the shield generators optional. As of now there are many options that make the game much more difficult. Reasoning that players wouldn't play with shield generators would be like reasonung players would not like AI Avenger or Hard Zenith Golems. But in fact some players actively choose to make the game more difficult and some would also choose shield generators.

Offline KingIsaacLinksr

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Re: Core Shield Generators - Discussion
« Reply #9 on: December 04, 2010, 08:48:48 pm »
You need to make people want to take planets. Punishing people is, well, punitive. Try giving an incentive.

I'd probably start off with +500 research points per planet taken. RP's are too scarce to really enjoy all of the game as is.  

Alternately, set up landmarks. On the capture of your 10th planet, unlock a ship type of your choice.

I also dislike the kind of barrier core shield generators are. The mechanic of 5 different types is overly complex for the kind of goal they have to achieve. Rewarding the player without telling where to attack seems to be a far better solution.

The thing I like about AI War is the freedom to choose how I progress to my endgame. The reasoning that players take ARS planets anyhow and now have to take some random planets on top of that is actually limiting. Regardless how good it is to capture ARS it was an option and players could think about taking a world or maybe getting there without it. Now the game tells me what I have to capture instead of making me think about it.

I also cannot understand the argument against making the shield generators optional. As of now there are many options that make the game much more difficult. Reasoning that players wouldn't play with shield generators would be like reasonung players would not like AI Avenger or Hard Zenith Golems. But in fact some players actively choose to make the game more difficult and some would also choose shield generators.

Um.  Tbh and as a player who plays a very difficult AIW with a lot of the options turned on, the shield generators would be turned off.  I like them as they are now yes, but I'd never turn them on because its something I have to think about.  There is a lot of truth in the statement of how much this forces people, however, this sort of requirement-to-kill-the-homework-AIs is rather necessary.  I can't imagine one person chiming in here saying he would turn on the generators. 

Again, I don't think its that bad of a mechanic, but I won't turn it on if I have an option.  I think mostly due to the lack of incentives, but then, I'm not saying adding incentives would fix the problem. 

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Offline Nihilus

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Re: Core Shield Generators - Discussion
« Reply #10 on: December 04, 2010, 09:01:58 pm »
This all started as a nerf to deepstrike-only strategies that could win in 2 hours, right? I think there's a simpler solution. Why not just make the final planets much, much harder? Like, such that your initial attack has no chance of success, but might take out a few of their mk5 Ion cannons. Winning is now dependent on having a large enough economic base to rebuild your losses efficiently and then attacking again ASAP. Or, you take out the CSG's around the map, which removes the AI homeworld's nuke-immune status....

Edit: Well, it doesn't make EVERYTHING vulnerable to a nuke, of course, but there could be an anti-nuke shield that makes everything immune. Taking out shields then makes what should be vulnerable, vulnerable again.
« Last Edit: December 04, 2010, 09:04:27 pm by Nihilus »

Offline shugyosha

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Re: Core Shield Generators - Discussion
« Reply #11 on: December 04, 2010, 09:04:11 pm »
Um.  Tbh and as a player who plays a very difficult AIW with a lot of the options turned on, the shield generators would be turned off.  I like them as they are now yes, but I'd never turn them on because its something I have to think about.  There is a lot of truth in the statement of how much this forces people, however, this sort of requirement-to-kill-the-homework-AIs is rather necessary.  I can't imagine one person chiming in here saying he would turn on the generators. 

Again, I don't think its that bad of a mechanic, but I won't turn it on if I have an option.  I think mostly due to the lack of incentives, but then, I'm not saying adding incentives would fix the problem. 

King

There are already posts of people who like the mechanic as a kind of intermediary goal between start and finish line-thing. I would it turn of simply because as of now its nothing more than a road bump. In an actual game, not on paper, you now play as before but take the ARS planets if you haven't already. Most people are ok with this part. When you are in a position to take out the AI you switch on the filters for generators B-E hop over to one of them each, clear it, destroy the generator and leave. You are 10+ hours in the game, your fleet will make short work of the 2-3 planets you have to capture and it makes no sense to hold them after that becasue your frontlines on the other planets are pretty secure by now. It is in fact a road bump. Why would I ever take a planet with a B-E generator before I have explored the full map? There is no reason to do so. I can take care of the planets I have to capture but don't want to hold later when I found the weakest of them and when I have taken all planets I think I need.

The mechanic's goal was to make players take planets. But in reality it just cost you some time and AI progress. There is no incentive to actually hold more planets than before, just to clear more of them of the AI.

Offline ShadowOTE

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Re: Core Shield Generators - Discussion
« Reply #12 on: December 04, 2010, 09:09:50 pm »
This all started as a nerf to deepstrike-only strategies that could win in 2 hours, right? I think there's a simpler solution. Why not just make the final planets much, much harder? Like, such that your initial attack has no chance of success, but might take out a few of their mk5 Ion cannons. Winning is now dependent on having a large enough economic base to rebuild your losses efficiently and then attacking again ASAP. Or, you take out the CSG's around the map, which removes the AI homeworld's nuke-immune status....

Edit: Well, it doesn't make EVERYTHING vulnerable to a nuke, of course, but there could be an anti-nuke shield that makes everything immune. Taking out shields then makes what should be vulnerable, vulnerable again.


We've been down that road before. It makes the lategame a grind for people who don't deepstrike, which is why homeworlds were nerfed back down to their current relative weakness (ignoring the shields)

Offline keith.lamothe

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Re: Core Shield Generators - Discussion
« Reply #13 on: December 04, 2010, 09:11:38 pm »
This idea really sounds like what's needed for me to get back to playing. I always wanted some near-term concrete goals right off the bat that i had to do rather than just wandering around attacking stuff, perhaps now i'll stay focused.
Yea, I was thinking of your earlier comments along those lines when I wrote the fallen spire progression.  You don't have to follow the special events it triggers, but if you do you can follow them from the very beginning of the game to the very end (though a different end).  Have you had a chance to try that?

Anyway, I'll refrain from further derailment ;)
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Offline Vinraith

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Re: Core Shield Generators - Discussion
« Reply #14 on: December 04, 2010, 09:12:45 pm »
I would say that while I don't find the mechanic very interesting, I also don't have any problem with it. I play the game in a way where I'm always going to end up taking those systems anyway, so it essentially doesn't impact me. Then again, it doesn't really add anything for me either, obviously. When I first saw it my initial instinct was that it should be possible to come up with a means to achieve the goals outlined that was less rigid, but I have to admit I've had no luck formulating a workable alternative, so I can certainly understand how we got here and why Chris ultimately felt this was the best answer. I suppose all of that ultimately filters down to not really caring one way or the other.

I think several of the suggested mechanics are interesting, but none of them meet all the intended criteria. I also tend to think that Chris and Keith have more than earned the benefit of the doubt, so I'm content to sit back and see how this all works out.
« Last Edit: December 04, 2010, 09:38:34 pm by Vinraith »