Maybe this is better for the expansion, but the ending does need some work. I have asked this before, what is the expectation by the developer for the end of the game?
I want the homeworld assaults to be:
1) Fun
2) Dangerous
3) Not too long
In more detail:
1) "Fun" is the most subjective goal, but also the most important. If someone's not enjoying the endgame, then it's not doing its job (for them, at least). A few specific points that come to mind:
- Large battle(s), lots of explosions and space pew-pew, etc.
- An experience that's different enough from the rest of the game that the variety is refreshing.
- Variety from endgame to endgame, to at least some extent.
- The feeling that your preparations and choices (unlocks, captured stuff, hacks, etc) up to that point make a difference at the end.
- Avoiding the feeling that there's just nothing you can do except hurl your fleet at it on repeated suicide missions
2) "Dangerous" in that I don't want human-victory to be a given once the assault starts unless the player's skill level just thoroughly outclasses the scenario (difficulty level, etc). So:
- The AI's response to the assault can't be purely defensive
- The offensive component of the response needs to be pretty nasty, or at least what passes for "pretty nasty" on that difficulty
- The offensive component of the response needs to be focused on achieving an AI-win, rather than just pounding the player's empire to scrap (which could drag things out)
3) "Not too long" in that if it takes too long in inevitably fails to be fun (for most people, anyway), though this doesn't necessarily mean super-short either. Specifically:
- If the player's coming in with simply overwhelming force like a 4-5 city FS fleet, then it's ok if the homeworlds just kind of vaporize after whatever last-ditch defense is launched and defeated. The idea there is that the AI was throwing all those exos and whatnot preemptively precisely because it didn't think it could survive such an assault.
- If the player's coming in with a very high-power fleet (like a non-superweapon fleet with 20 planets worth of knowledge and a bunch of hacked/captured production facilities, or somewhat less than that plus some light/moderate superweapon support), then I wouldn't want the individual homeworld battles to last longer than about 10 minutes, with a total endgame ("beginning of assault" through "you win") time of about 30 minutes.
- If the player's coming in with a high power fleet (say, non-superweapons with 15-20 planets worth of knowledge and only a few hacked/captured production facilities), I'd think something more like 20 minutes per homeworld and an hour total. So an assault would involve either fairly careful play or a refleet.
- If the player's coming in with a moderate power fleet (say, non-superweapons with 10-15 planets worth of knowledge and either very few hacked/captured production facilities or having spent an above-average amount of K on non-offensive stuff) maybe 30 minutes per homeworld an 1.5 hours total. So an assault would probably involve at least one refleet.
- If the player's coming in with less than that then I still wouldn't want the endgame to run longer than an hour and a half. Either they pull out some remarkable play and win, or the AI's response crushes them
Do we have to have multiple rebuilt armies to win the game?
More than one refleet? Only if you're trying to win without a high-power fleet, or you make significant mistakes.
Is it expected to be a slow, gradual erosion of the home base?
I'd prefer if it weren't slow. But a HW might take multiple attacks. Say 2 or 3. But not 6, unless you didn't bring a big enough gun.
And right now, the AI does have some defensive structures which are absolutely ridiculous and have no counters, such as the Wrath Lance.
My understanding is that some of you have found efficient ways to deal with the Wrath Lance. Perhaps I misunderstood.
Anyway, the point of structures like that is to give you problems you haven't faced in the rest of the game, and push you to find clever ways of dealing with them. This can result in situations where some players will not see those solutions (or perhaps the solutions won't really apply in their particular circumstances) and it will look like a brick-wall-grinder. I don't immediately react to those situations with changing the structures because it may just be a learning-curve thing.
If y'all really do agree that there's just no reasonable solution to a particular structure, however, then I'm happy to find an alternate implementation.
Looking at a fully fortified home world after taking down a core world, it can be daunting, and you can only hope that you have the right toys for the job.
I think it's supposed to be daunting, though I'd prefer it to be daunting more in the sense of "this thing might kill me" than in the sense of "it could take me several hours to whittle this down". So more like melee combat with a raging bull than getting a 60oz steak set before you for dinner.
I would rather have random surprises, unknown encounters
That's a good thought. Having some part of the response be unpredictable, with a corresponding reduction in the beefiness of the predictable aspects (guard posts, etc).
Specific ideas on the random surprises and unknown encounters?