I only barely count as an AI War player, but I'd still like to throw in my two cents on this discussion.
First off, this:
2. The goal is to have players using fleet ships and starships to survive, with failure to use either one resulting in loss or at least a difficulty spike. It seems that is largely what is happening.
... is probably our key concern here.
Right now, fleetships and starships are basically interchangeable. This means that someone's going to figure out which has the most cost effective dps (a swarm of fleetships or a squad of starships) and then just build that.
We want to generally incentivize a mix of the two kinds of ship; kinda like how players tend to build a mix of the primary triangle when they build fleet blobs. How do we do this? I'm not sure. I dislike Sizzle's solutions because they feel very tacked on; interdependence and escorting should be emergent tactics, not explicitly given bonuses.
Anyway, I'm posting because I want to bring everyone's attention to a new perspective on this:
Unit Chunkiness"Chunkiness" is an economic concept that relates to how finely one can divide a good into smaller segments. For example, a ton of rice is extremely fine (you can split it up into fractions and sell those with ease) while a painting is extremely chunky (you can't cut a painting in two and sell the pieces at half price).
I think this is the
crux of the difference between fleetships and starships. Starships are chunky, fleetships aren't.
This mechanically amounts to two things:
- The less chunky a unit type is, the faster you can get some DPS out of it. In the time it takes to build one scout starship, you can probably build a small army of scout fleetships and scout your corner of the map thrice over.
- The less chunky a unit type is, the more places it can be at the same time. Your Siege Starship can only be in one place at any given time, while your equivalent unit cap of Heavy Bombers can launch an assault on every bordering AI world simultaneously.
I'd recommend redesigning the (basic) fleetship / starship interplay to be more of a "flexible" vs "specialist" dynamic.
There are some problem with this idea however:
- Player attention span. Players can focus on sieging one planet fairly easily. Players will have a load of trouble trying to actually track fifteen simultaneous raids consisting of small groups of fleetships.
- Unnecessity of flexibility. Players are not incentivized to attack multiple locations simultaneously. Players are highly incentivized to focus overwhelming force on singular planets in series. Even in the occasions where players aren't supposed to focus extreme firepower (like the AI Eye), they're still supposed to focus loads of attention on the planet by using tiny guerrilla squads or something.
I'm... not sure how to solve this?
Maybe by adding new features? I do know that if there were, say, two separate AI installations on different planets that had to be taken down at the same time, fleetships would
rule for those missions.
So, to summarize: I think the current way AI War is designed is heavily slanted in the favor of giant singular set-pieces of destruction. The more chunky a unit is, the more damage it can take and dish out... and right now, straight up firepower is far more important than cross-galaxy mobility / flexibility.
So everyone builds starships.
We have an internal checklist for estimating the success of a balance change. Checkbox #1 is labeled "Player Rage". Normally we don't get to check it before the change is released
AI War is
ruined FOREVER! D: