It would be nicer I think if the AI had a
different variety of command stations to choose from. I tend to think that logistics command stations in the AI hands will be particularly aggravating.
At the moment I normally send a detachment of starships and immune-to-insta-kill fleet ships to an ion-cannoned / AI-eyed planet,
On the other hand, it would make Spirecraft Seige Towers more useful on offense... we can also, say, adopt the Infiltrator from its obsolete counter-turret role into a counter command-station role by giving them immunity to speed reductions (NOT gravity) and translocation (then would be *really* deadly in the hands of the AI
) They're not technically infiltrating though.
= = =
Here's a few ideas.
Aggressive command stations Always true:
- Begin the game with increased number of ships. 2x for mark-I, 1.75x for mark-II, 1.5x for mark-III and 1,25x for mark-IV.
- Ships on this planet gain a small boost in attack power (+10%)
- Armed with lasers, equivalent in power to laser guardians of the same mark or one higher (the strongest offensive guardians IMO)
Condition:
- When adjacent planet is neutral or player-owned, (1) multiply its border aggression limit by 0.125, and (2) during reinforcement, receive a small amount of ships as freed threat in addition to normal reinforcement. (!)
Warp-attack command stations Always true:
- This command station has an in-built warp-gate and so cannot be gate-raided. On the plus-side it's 5 less AIP for you.
- However, a warp attack launched adjacent to this command station has more ships. when calculating ship numbers, increase the effective AIP by 80. (muahahaha) Potential tactic to avoid such event is to build a warp-jammer command station.
- The station itself is highly armoured and takes longer to destroy.
Condition:
- When destroyed, launch attack wave with low warning in the local area - on the planet or adjacent planet. The chronogically inverse of a raid-engine in the sense that it launches a wave when it last sees you.
Of course, the warp-jammer command station will be useless if the counter-attack wave spawns on the planet the AI command station is at. Just a hint...
Attritioner (radiological) command stationsAlways true:
- Has an in-built attritioner like the AI-type or spirecraft attritioners. This attritions at the rate of 300*Mark/s, encouraging player to neutralise the planet early.
- Armed with a shorter-range translocator to reduce the number of incoming bombers trying to take it out.
- Longer-ranged tachyon beam. Your spirecraft penetrators are not safe either! *shakes finger* Do not make planet-wide as we still want scouts here.
Vanilla command station Always true:
- Sweet-and-easy to destroy...
NB: To enable knowledge-raiding, I would advise that when all guardposts are neutered the attacks of these command stations be removed. This could be difficult to code, however.