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.