Wow, a lot of discussion seems to have been going on while I was playing my game. (22 hours in and still haven't finished. I'm so slow!).
I'd like to chip in my opinion on this matter as well. Hope you don't mind. I am fairly new to the game.
I am going to draw examples from the game I'm currently playing, because well... that's all the experience I personally have!
First, I guess, we should kind of define deep striking. What criteria are to used to label an assault a deep strike. Is it when you have to go past 1 AI planet? 2? 3? In my game I have on average been sort of forced to skip 1, often 2 planets. I now need to take one extra planet, because it was the only one with an ARS left so it got the only CSG of type A. I'm not really bothered by it, because I intended to take that planet anyway as it's the planet I want to attack the second AI home world from. However, I do want to skip the 3 planets in between because they are of little value to me. They don't have high resources, they don't have advanced factories and they don't have fabricators. If we were to implement a system where because I'm attacking said planet, I would accumulate 1 AIP per minute, I could have just as easily taken another planet in between, because I'm sure it's gonna take me more than 20 minutes to take the planet. Of course the numbers can be tweaked to still make deep striking worthwhile, but I'm not very much in favor of this system.
Now, in my game, as I said, I did often skip 1 or 2 planets because they didn't offer me that much and the tutorial did teach me about the tactic as well as the many comments saying you need to carefully consider the planets you take as to not get the AIP too high. Having done so I now find myself in a difficult position to defend. I couldn't gather my troops anywhere for a big attack, because everytime I left a planet, the AI would come and attack it. This made me belief that there is a disadvantage to deep striking and that is that it spreads you out too thin. It creates too many attack angels for the AI to annoy you, so in my game I have started taking over the planets I skipped in order to reduce the number of planets the AI can attack me from. This causes my AIP to increase dramatically, but I think I can hold it. It wasn't easy to capture some planets fyi, because of the AI attacking me when I was attacking a planet, but doing this I feel I'll be safer, which brings me to my second point.
Why are you so against turtling in this game? From what I'm experiencing in the game, it seems like it's the only valid tactic, especially with high AIP. In RTS's there are typically 3 types of play styles: rushing, booming and turtling, where, in general, rushing beats booming, booming beats turtling and turtling beats rushing. The caveat with this system is that it is always best to rush, because rushing gives scouting information on your opponent. If he is booming, you win. If he is turtling, you switch to booming and simply outmacro him. It's this adaptability that most AI's in RTS games lack, hence why turtling is a popular method of play against the AI. I do believe AI's have evolved somewhat to punish turtling in RTS games. It used to be far easier to do so in past games (C&C) than in current games.
In AI War, the AI does not boom or rush, it mostly turtles. If you increase the AIP by taking planets (which could be considered booming), the turtle style gets
accompanied with rushes. Since the AI does not boom and it will rush you eventually, you need to turtle. Sure, initially you are both turtling, but this is fine. You can use this to boom a bit, but eventually you'll need to start turtling to hold of the AI rushes. AI War
is, I feel, a war of attrition. You may not like it, but its premise makes it so. You are playing against an opponent who vastly outnumbers you. The only valid way to win such a war is by attrition (guerilla tactics for example). Though I can always be conviced otherwise! To me it just seems like it's the most logical thing to do.
I think it would help if you could explain what type of gameplay style you want the players have to adopt so that we can make changes accordingly. If you don't want to see a turtle style play, what would you prefer us to do/try? Making deep striking more difficult will, as I see it, only increase the number of people who turtle.
From everything I have read, it seems there really is but 1 core issues you want to solve: players should not be able to win with a too low AIP (i.e. too early). Personally, I don't really mind that this is possible. Such is the case with most other games against an AI. Take RTS games as an example again. If you 10-pool an AI opponent in Starcraft, you'll more than likely win the game fast and easy. Is it fun? Definitely not and people will get bored of it pretty quickly (though doing it against a human does seem to make it more fun...). It
would be fun if the AI could actually stop the rush like a good player would be able to and turn the game into a more intense battle. So I think the solution to this problem is not specifically to solve this issue by introducing new mechanics (though I actually like the CSG system, but it does need a few tweaks), but by improving the AI behavior. Here's what I propose.
My Proposal: Approriate AI response to player threats.If the player is rushing for the AI, he should be able to detect this. After all, there are transport ships moving towards his home world. If you were doing stuff and suddenly you spot the player moving closer and closer to you, how would you respond? You would be more wary of this player. In AI War terms this would mean you'd increase the AIP. If a player comes within then less then or equal to one max transport trip of the homeworld, the AIP should immediately jumps up to (not with!) a certain number (say the 500 as was mentioned in the game before). If the AI was already at 500 or up, it would not change (the AI is already wary of you). Furthermore. If the AI makes this sudden change (so it was not already at 500 or up), it would get (one-time only) extra reinforcements on the home world. The number of reinforcements it could do would scale according to how much the AIP jumped. So if you were ate 499, you wouldn't have to deal with as many reinforcements as if you were at 200.
What this does is simple. If you play the game as you should, you'll slowly raise awareness (the AIP) until you reach a point where the AI is not liking you at all (500 AIP?). Moving in on the homeworld would be no different as we're playing now. However, if you want to rush the AI and think about taking him early, the AI will get pissed. How dare those puny humans attack him! He'll raise the AIP to 500 regardless and reinforce his homeworld dramatically, making it much much harder for the player to actually take it over.
This could be changed to tweak it more of course. Like having multiple reinforcements instead of one. Or reinforcing on both the homeworlds and the core worlds. I just feel this solution is more in line with the AI behaviour, rather then just an added mechanic, which most of the solutions seem to be.
(This does not prevent turtling, but none of the other solution do this either. With the CSG what most people seem to be wanting to do is take the planet, kill the CSG and then leave the planet to not have to worry about its defense.)
Hmmm, long post. Sorry 'bout that. I'll proofread it when I got some more time as I'm sure there are some mistakes in there (non-native English and such.). I wanted to post this in the other thread, but it was closed, so I hope you don't mind it sitting here. It does kinda belong here.