Was thinking this morning. Disconcerting, I know.
- Counterattack posts are a necessary part of balance to keep one-chokepoint-to-rule-them-all from being too easy a slam-dunk. They serve some secondary purposes, but that's the main one in my view.
- Counterattack posts are, to many players (myself included), really, really stinking annoying. Specifically, they're roadbumps that mostly just slow the game down because you have to pop them manually (often stretches out an otherwise-routine planet cleansing because you didn't see it earlier, etc), you don't want to pop a lot of them close together, etc.
- this is why there's a cheat to just kill all of them, but the understanding there is that one is accepting the breaking of balance
- What if there's another way to achieve the balance goals, without as much annoyance? One specific approach that came to mind was to do all of the following:
1) Move counterattack posts to an AI plot or something like that, thus they become optional.
- Everyone's favorite subcommander (RudeGesture) couldn't be picked unless the plot was on, but I'm sure we can find the courage to move on.
2) As a new core mechanic, when there's a threatball on a non-player planet and is unwilling to commit to the attack, they gradually accumulate points towards building a "warp relay".
- this would probably not happen at all before, say, the 2-hour mark
- the rate of accumulation would be based on the strength of the threat waiting on that planet
- the amount required to complete the relay would probably be based on the base strengh of waves at that point in the game (so larger waves = takes longer to build a relay)
- an alert would pop up to tell you a relay was under construction, with a % completion, once it reached 50%
- once constructed, the relay could be destroyed like any other structure, though it would probably be semi-robust to require some significant firepower to kill quickly
3) Any human planet within X hops of a warp relay (where X is the AI's current tech level + 1) is a valid warp target. Planets with a warp jammer command station would still be ineligible as targets.
- of course, this has no meaning when playing with cross-planet-waves and would probably just not happen then, but generally speaking playing hard-chokepoint with cpw has its own challenges already
- similar with warp jumper, as that already blows the chokepoint game wide open as far as waves go
- this wouldn't apply to exos (they would still need a warp gate to spawn at)
Anyway, this may not be a good idea at all, or counterattack posts may be fine as-is, but I figured it was worth discussing
Thoughts?