Thanks. I had sorta guessed that's how it was, but wasn't sure. I asked because while I don't do multiplayer, I really like the multiple-home single player start, with the bigger battles and extra techs. This seems to behave like multiplayer in many ways (ie: same number of starting bonus ships, player gets unit cap limit same as combined multiplayers, player gets hit with same number/size of multiplayer waves I think), but in other ways it doesn't: (ie: energy production, loss of one homeworld loses game, etc).
My suggestion/request is to make them more similar, almost as if I had started a multiplayer game, but was able to control all the teams simultaneously:
- I'm presuming that a single player in a multi-home-planet start is identical in AI strength in terms of waves, CPA's, planet caps, etc - is that correct? If it is, it seems only fair that the single player should have access to equivalent amounts of ALL resources. Especially if the single player is on the hook to lose ALL home stations when any one of them is lost.
- With a two-home or three-home start you get nearly twice or triple the unit limits, but no extra energy "budget" to support those extra ships and turrets- you can still only build 1 each of the Mk 1-3 reactors in each system, whereas in a two or three player game, each player would be able to build a set of those before any inefficiency set in, effectively doubling or tripling their total energy budget compared to the single player with 2-3 home planets. That's a big disadvantage to the SP with no offsetting advantage that I can see. A SP 2-home game should allow the player to build 2 of each reactor at full efficiency, the next two at the first level of inefficiency, the next two at the second, etc., to match the multiplayer equivalent. This is the thing I'd most like to see improved.
- Research is trickier to see what's equivalent... A multiplayer team gets 2000 per player per planet to spend on research, while a sp multi-home player only gets the 2000. On the multiplayer team, the players will need to spend a lot of that extra research on the same techs (ie: turrets, Mk 2 bombers, etc), but it's not all duplication, some of that is spent on research the higher bonus ship marks. And in MP, I'm guessing the team can somewhat "share" technologies: one player can get stuff like the transport or MRS techs and build/gift them for the other players. With a SP multi-home game, you start with extra ship types, but no extra research to spend of them. Perhaps something like a small % increase to planet knowledge (per extra starting home planet)? Or an increase in the amount of knowledge given at game start?
- The starting metal/crystal resources for a SP multi-home start are the same as those for a single-planet start, while in multiplayer, each individual player gets that amount. Yes, the single player has a better income, but he/she also has several homes to protect right from the start - why shouldn't they get the equivalent materials the multiplayers get?
- In multiplayer, each player has an individual 600000 metal/crystal cap and when one player exceeds the 600000 metal/crystal limits, the extra income flows to another player. In SP multi-home, the player has just 600000 total limits, (and any extra is lost). So the player has far less economic flexibility. How about giving the same total resource caps that the multiplayer team would have?
I suppose someone might say these changes would make things too easy. Easier than they are now, perhaps, but what I'm asking for is basically just for what the players get in an equivalent multiplayer start on the same map with the same number of homes. The AI difficulty is the same. Is playing single player really that much of an advantage over having a team that it deserves all these disadvantages? I'd have thought the opposite, if only for the fact that with a team, you have multiple people to manage the fleets, micromanage battles, build bases, etc.