Author Topic: Ideas for the next expansion  (Read 4236 times)

Offline Wingflier

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Ideas for the next expansion
« on: May 21, 2012, 06:30:08 pm »
I know the devs are really busy right now with AVWW, so I guess this is really just for the community's input on some of my ideas.

They haven't really said much about their plans for the next expansion, other than that they do have some.  They've mentioned several times briefly that we may get to find out what the AI is doing on the other side of those exo-galaxy wormholes, and where Core ships come from.

Anyway, I wanted to emphasize that I really hope they don't add another race to the game.  So far I think there's a really good balance between the Neinzul, Zenith, and Spire Starships.  The Neinzul being the cheap, spammable, zerg swarm that we all know and love.  The Spire having extremely low cap, extremely expensive, and extremely powerful ships that are, in many cases, practically indistinguishable from starships.  And the Zenith being somewhat similar to the human designs, with an emphasis on utility (Polarizers, Acid Sprayers, Paralyzers, Mirrors, Autobombs, etc.).

The stories for these 3 races could be so much more developed than they are, without the need to add any new factions to the game.  I'm actually very curious to know more about them than the little information that we've been given.  So I hope in the next expansion, they can emphasize developing the story and hopefully distinguishing the unique races even more than they are.

Having said that, I've come up with a total of 10 new bonus ship types (some for each race) that I think will really help add to their flavor, and diversify the game as well.  I'll number each one to make it easier to respond.

The Spire:
1. Spire Carrier - As the name suggests, the Spire Carrier can house a small number of allied ships, healing them quickly, and sending them back out into battle.  The Carrier is expensive and has a low ship cap.  It can only hold a small number of ships (25) and automatically ejects them when they are fully healed (like the Neinzul Regeneration Chamber Structure).  It only has moderate health and is a big investment, so you have to defend it properly.  In addition to its healing properties, it fires powerful long-range missiles that are good against enemy Starships and Guardians.  It is ideal for long-range raids into enemy territory, to keep your fleet healthy and your army moving.

2. Spire Merciless - The Spire Merciless is an a very unique ship type.  Very expensive, fragile, and with a low ship cap, it produces an extremely powerful, never-ending beam weapon that slices through most enemy ships with ease.  However, in order to maintain its devastating beam weapon, it has to constantly eat friendly ships to power itself.  It can't eat allied starships and friendly ships that are immune to being devoured for obvious reasons.  The Merciless takes constant attrition damage when not in low-power mode, and can not be repaired.  When firing its powerful weapon, it hurts itself as well.  In order to heal itself, it must consume a healthy diet of nearby allied ships.  The amount healed is based on an allied ship's cost, not its total health, so you can't just feed it cheap but durable ships; keeping its beam going is an investment (as well as the ship itself).

3. Spire Scrambler - This bonus ship type is probably the most radical of all the ideas I'll be presenting; it's a huge departure from classical mechanics.  Only 1 can be built per Mark, these ships are designed to be "off" until its time to use them.  Unbelievably expensive, extremely slow moving, and fragile - it costs 100,000 energy just to activate.  When activated, these ships emit a powerful scrambling signal in a moderate range that causes AI ships in its radius to enter into a "bezerker" state.  The ships affected by this scrambled state begin attacking targets at random, including ships on their own team, but will attack your ships randomly as well.  Some AI units are immune to the "scrambler" effect.  AI Units will go out of their way to attack the Spire Scrambler if possible.  If a Spire Scrambler is killed or scrapped, it raises the AI Progress by 5.  Higher Mark levels of the ship increase its health and the range of the scrambling effect.

The Neinzul:
4. Neinzul Contagion - The Contagion is similar to a standard Neinzul fleet ship in most ways, except that it is significantly more expensive, and has half of the normal attrition time (so 2 minutes instead of 4).  The Contagion attacks by colliding itself into an enemy ship, which kills itself, but also inflicts a certain amount of (rising by Mark) "Virus Damage".  Virus damage does no actual harm to the target's health-bar, it instead marks the target for conversion.  Once the "Virus Damage" a ship has taken becomes equal to its current health, the virus activates, and the enemy ship is temporarily converted to your side (5 minutes).  The aspect that makes this conversion technique unique, is that it works on Starships and Guardians.  Converted ships can not be repaired, and return to the AI's control after 5 minutes.

Use:  The Contagion is a powerful Anti-Starship and Guardian unit.  Though it is expensive for a Neinzul ship, is much more fragile than normal, and has an even faster attrition time, if microed correctly it can be used to commandeer powerful enemy weaponry.  Unlike most Neinzul ship types, you can't simply mass produce/FRD these into an enemy system, as they will be killed extremely quickly.  They must be sufficiently micromanaged during their short lives to hit specific targets, and reach the specific amount of "Virus Damage" they need to inflict in order to temporarily capture the enemy ship.  The conversion effect also works on smaller fleet ships, but in general, it's not worth the investment to do so.  The "converted ships" are fully under your control for the duration of the ability.  The conversion does not work like a normal Parasite - it doesn't happen after an enemy dies, it's not permanent, and you can't repair a ship that's been converted.

5. Neinzul Broodmother - The Broodmother is similar to the Spire Maw in that it's expensive, has a low ship cap, and eats enemy ships.  However, it "eats" new ships at a much slower rate than the Maw, but digests them much faster.  When the Broodmother has fully digested an enemy ship, it releases a swarm of powerful Neinzul Broods that automatically go out and attack the nearest enemy targets (they aren't under your control).  It releases a new swarm of Broods for every ship digested.  The Broodmother's meal of enemy fleet ships also slowly heals her as well, and counters her natural attrition damage.

6. Neinzul Titan -
The Titan is an unusual Neinzul ship in that it has double the normal attrition time (8 minutes instead of 4), is somewhat durable, and moves quite slowly (instead of the incredible speed we're used to).  It has a small range and takes a long time to reach its target, but if these little critters can get in range they do massive damage with every shot and are effective against most ship types.

The Zenith:

7. Zenith Vindicator - The Vindicator is a short-ranged fighter/bomber that starts out doing very minimal damage, but is temporarily empowered with the death of each allied unit in a system.  The more allied ships that die, the more powerful the Vindicator(s) become.  If there have been a massive amount of casualties on your side, the Vindictator begins to do crazy damage.  There is a cap to how much damage it can actually do.  Scrapped ships do not count towards the Vindicator's power level (which is over 9000, obviously). 

8. Zenith Retaliator - A durable ship type with a relatively low ship cap (say 9), the Retaliator does no damage on its own.  However, when it has taken half of its maximum health in enemy damage, this Zenith ship retaliates with an extremely powerful multi-beam attack (think Warbird Starship or Heavy Beam Cannon) that is powerful against most ship types.  This feature makes it an ideal tank and frontliner unit, but you must have healers around to reach maximum effectiveness with it.  It is expensive and relatively slow (44 speed).

9. Zenith Vanguard - Similar to the Munitions Booster and Armor Booster, the Zenith Vanguard simply increases the ranged of affected allied ships in its radius.  A powerful frigate on its own, it increases nearby allied ships' range by a significant amount as well.  The range increase is 20/30/40/50% for MK Levels 1 through 4, respectively (Core gives 60% range increase).

10. Zenith Hero - The Hero does very little damage on its own (seeing a pattern here?), however, as more enemy ships enter the area, its damage increases.  When surrounded by a huge number of enemy ships, the Hero does massive damage with each attack.  There is no cap to how much damage it can do.  This makes it ideal for defending wormholes or against enemy waves.  It has a short-ranged multiple shell attack.

---

Thanks for reading guys, that's it.  I hope you enjoyed some of my ideas.  If you have any questions or want clarifications just let me know! 







« Last Edit: May 21, 2012, 06:55:00 pm by Wingflier »
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Offline Wanderer

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Re: Ideas for the next expansion
« Reply #1 on: May 21, 2012, 07:52:38 pm »
Honestly, I didn't get a chance to read through them all, but have you looked at Mantis?  It's both for bugs and suggestions, and has a built in polling mechanism for people to vote on specific items and discuss them.  These are probably really good items to include in there or find similar ideas and vote up.

In general, while I could see an expansion increasing the previously built ones, so far that hasn't been Arcen's pattern that I've witnessed.  These would probably end up being included via standard updates with the new expansion taking on a whole new idea altogether.  Of course, I can't speak for what Chris and Keith actually have planned, I just play here.  :)
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Offline Martyn van Buren

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Re: Ideas for the next expansion
« Reply #2 on: May 22, 2012, 01:53:21 am »
Personally I keep thinking I'd like to see an expansion that lets you play with Neinzul ships instead of the normal triangle.   Maybe also some kind of crazy Neinzul Enclave mobile command station.

Offline Hearteater

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Re: Ideas for the next expansion
« Reply #3 on: May 22, 2012, 10:54:58 am »
My thoughts:

Spire Carrier - I like it, although the current ability of ships to return for healing isn't ideal so this ship might suffer from that.  Neinzul Younglings have this problem currently.

Spire Merciless - Fairly micro intensive, it would really need to consume ships near it automatically, and the requirement to power it off to avoid self-attrition when it isn't firing is just more micro.  Maybe just have it draw metal and crystal when firing directly.  If it is going to consume ships, it probably should just automatically consume nearby ships below 50% health as needed to maintain fire.

Spire Scrambler - Probably a little too micro-y, and AIP on death is insane for a fleet ship.  I think a simpler concept might work.  Higher cap (still small, but 8-10ish per mark maybe) but they work like Decoys except instead of redirecting attacks to themselves, they redirect attacks randomly to allied ships near them.  This would prevent focus fire.  With Scramblers covering your who fleet, damage would be completely spread out.

Neinzul Contagion - Too similar to the Nanoswarm really.  The added effectiveness on Starships/Guardians isn't worth it or really interesting.  Anti-Starship and even anti-guardian isn't all that important of a role.  And the 5 minute limitation is overly complex and would be too annoying to manage.  Everyone would just scrap the ships before they lost control.  A better fit for their name would be single-target zombie reclaimers, but instead of making the reclaimed target a normal zombie, it would make it into a new Neinzul Contagion Zombie.  For added fun, have it spawn two Neinzul Contagion Zombies.  For true hilarity, have the Neinzul Contagion Zombies aggressive to everyone.

Neinzul Broodmother - I like it overall, but it feels too "big" to fit the normal Neinzul pattern of self-attrition ships.

Neinzul Titan - Ok.  Similar to the Broodmother, I'm not sure "big" really fits the Neinzul feel.

Zenith Vindicator - I like it.  If it proves too abusive, maybe have it only watch for Vindicator deaths.  This allows the ship to be much stronger overall.

Zenith Retaliator - Ships that don't attack can be problematic, and this ship is pretty similar to Zenith Mirrors.  Maybe just make it have a normal attack that is increased by the % of health it has lost.  So at 50% health, it does 50% more damage.  Not great when they are getting focused down, but amazing when the whole group gets hit by AOE.

Zenith Vanguard - I'm not sure about range increasing.

Zenith Hero - Eh, not super interesting to me.  Mainly because the player is always outnumbered, so it doesn't really seem like it takes a lot of work to use its advantage.

Speaking of expansion ideas...cough, cough :)





Offline Kraiz

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Re: Ideas for the next expansion
« Reply #4 on: May 23, 2012, 06:06:25 pm »
I don't think a lot of new fleet ships are really necessary.  We have quite a large number as-is.  A few new ones may be nice just to keep some variety and flavor being added in, but I'd much rather see more done with the maps and environment the game is played in, as it feels very static and boring.  While there are a few decisions that one needs to factor in before capturing a planet (Metal/Crystal, ARS/Fabricator/Other capturable, Adjacent worlds, ...), There is very little in the way of being able to interact with the planets and terrain, as all it is is a backdrop image with M/C harvesters and wormholes dotted about.  Some things I think would make the environment a bit more interesting and fun to be a part of.

 - Environmental hazards:  Toxic Nebulae clouds, Asteroid fields, proximity to black holes, etc.
 - Anomalies and Events:  Unstable far-jump wormholes that open and collapse during play, slightly altering paths around the map.  Wormhole destabilization, making ships come through more slowly (Staggered) or take damage based on the distance traveled, Meteor showers, Solar Flares, ...
 - Unique Planets and Locations:  Special planets that have unique effects on them that alter the gameplay on them.  Greater speed, increased Laser damage, Nullify cloaking, increase resource harvest amounts, etc.

Things like that to make the gameplay more immersive is what I personally would like to see.

Offline Cyborg

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Re: Ideas for the next expansion
« Reply #5 on: May 23, 2012, 07:25:35 pm »
My thoughts for an expansion are already entered onto mantis. Stuff I'm hoping for is:

Arcade mode: I want big battles to show scores, have kill achievements on the screen showing how awesome you are as you obliterate giant fleets. Taking out strategic points, mega bosses, and more should be visually exciting. In short, I want some interactive response from the game to stroke my ego and deal with my undiagnosed ADD with visual and audio feedback.

I would like more behaviors. For example, the spire quest, hybrids, and the advanced hybrid all have behaviors and goals that make the universe feel alive. It's awesome to see the AI plotting against you and developing mega-weapons. There's so much potential for more of this.

I would like some updated explosion graphics, planetary fortresses with defenses, and a planet cracker weapon. The hybrids get one; I want one, too.
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Offline chemical_art

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Re: Ideas for the next expansion
« Reply #6 on: May 23, 2012, 08:43:55 pm »
Planet cracker?

Aren't they called nukes?

I would luv an arcade mode though. Make it a battle to the death with an AI. 10x production in return for fast waves with the goal blowing up a single homeworld.
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Offline Cyborg

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Re: Ideas for the next expansion
« Reply #7 on: May 23, 2012, 09:33:06 pm »
Planet cracker?

Aren't they called nukes?

I would luv an arcade mode though. Make it a battle to the death with an AI. 10x production in return for fast waves with the goal blowing up a single homeworld.

The latter sounds like an improvement on defender mode. The former however is not a planet cracker. This is because we don't actually have planet-like objects or planets themselves. We need a gigantic, epic structure. We could use an actual planet, even. Something like that is a lot different than a nuclear weapon in space, which just seems to annihilate all life everywhere (it needs a name change).
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Offline NickAragua

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Re: Ideas for the next expansion
« Reply #8 on: May 24, 2012, 11:25:14 am »
I don't think a lot of new fleet ships are really necessary.  We have quite a large number as-is.  A few new ones may be nice just to keep some variety and flavor being added in, but I'd much rather see more done with the maps and environment the game is played in, as it feels very static and boring.  While there are a few decisions that one needs to factor in before capturing a planet (Metal/Crystal, ARS/Fabricator/Other capturable, Adjacent worlds, ...), There is very little in the way of being able to interact with the planets and terrain, as all it is is a backdrop image with M/C harvesters and wormholes dotted about.  Some things I think would make the environment a bit more interesting and fun to be a part of.

 - Environmental hazards:  Toxic Nebulae clouds, Asteroid fields, proximity to black holes, etc.
 - Anomalies and Events:  Unstable far-jump wormholes that open and collapse during play, slightly altering paths around the map.  Wormhole destabilization, making ships come through more slowly (Staggered) or take damage based on the distance traveled, Meteor showers, Solar Flares, ...
 - Unique Planets and Locations:  Special planets that have unique effects on them that alter the gameplay on them.  Greater speed, increased Laser damage, Nullify cloaking, increase resource harvest amounts, etc.

Things like that to make the gameplay more immersive is what I personally would like to see.

Agreed. We already have an enormous variety of ships, and I don't think I've even seen half of them. I'd also love to see more environmental effects. However, let's avoid banal stuff like increased/decreased speed, armor and damage, we already have plenty of ship types that do that. I do love the idea of wormhole manipulation though. As a twist, some AIs could screw around with wormholes as well, making your life difficult.

I also like the idea of asteroids flying by causing random damage to ships. Or, I don't know, powering down your ships in an asteroid field cloaks them.

Greater interaction with planets might be fun, too. Maybe let people build planetary installations that give you some sort of bonus or fire giant lasers. Of course, if the AI subsequently sacks the system, that's a lot of resources down the toilet.

Offline Wingflier

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Re: Ideas for the next expansion
« Reply #9 on: May 24, 2012, 03:40:20 pm »
I'm personally against any sort of "random environment effects" or "asteroid damage mechanics" because I don't think it adds anything meaningful to the game.  The environmental suggestions Kraiz may add a little realism at best, but I don't see how they make the game any deeper or more strategic.

To be completely honest, realism was never AI War's strong point to begin with.  For example, you use an "Orbital Command Station" to take over a planet, yet the interaction with said planet is practically non-existent.  All of your resources are gained from (apparently) infinite sources of metal and crystal which just float around outside each planet, without any real explanation as to why you need to be near a planet to find these deposits, or why you need to build an Orbital Command Station to harvest them.  In fact, the interaction with the actual planets themselves (as far as I can tell) is non-existent, and the planets only serve to make the game more understandable and appealing to the player (taking over the area around a planet seems to make more sense than taking over a random area in space that has some wormholes around it).  Also, the explanation from where these wormholes come from, and why they so conveniently connect every planet, is still forthcoming.

So you get my point, the game isn't exactly incredibly realistic, and I don't think it tries to be.  It gives a decent enough story to get the player involved, then keeps them involved with the amazing mechanics and depth of decision making required to play it.  Its elegance is in its simplicity and depth, not its story-telling.

To me, the design decisions that make AI War truly great are those that continue to add depth to the game in a meaningful way.  How do you add depth to a strategy game?  You give the player more decisions, but specifically, you give them harder decisions than they had to make before - do I spend my knowledge on this or this?  Do I take this planet and accrue AIP, or do I really need it?  Is it worth Ship-Design Hacking another planet and possibly losing the game, or do I take my chances and just get something random?

These kinds of meaningful decisions are what make AI War truly great, and they aren't something you will find in another strategy game - at least on the same level, from my experience.  Even the Fallen Spire Campaign is an exercise in decision making (I mean the story is there, but you're going to get tired of it after the first go-through).  How far do you want to take the campaign?  Do you want to just go far enough to get the first 4 Spire Frigates?  Maybe another 4 and a Spire Destroyer?  Do you want to go the entire way?  These are extremely difficult but meaningful decisions that the player is faced with.

Golems, Spirecraft, and Dyson Spheres are some more examples of this, on and on ad infinitum.

So the mechanics that truly make this game shine (and which we need more of), are the ones that present meaningful, but difficult choices.  Specifically, choices with a high risk/reward ratio.  There should be something to gain, and something to lose with every choice - that's what makes a choice meaningful.

Let me give you some examples of (what I consider) poor or bad mechanics:  Devourer Golems, Neinzul Rocket Corps, Roaming Enclaves, etc.

What do these add to the game?  What meaningful choices is the player making here?  There is benefit to turning these on, it just makes the game unnecessarily more difficult, without adding any real benefit to the player.  A meaningful choice is only presented when there's a POSITIVE aspect of said choice - something to gain from it.  There's nothing to gain with any of these minor factions, unless you like extra tedium and micromanagement (maybe some of you do I don't know).

So the reason I added more bonus ships was not that I don't think we should balance the bonus ships we have (we should), but I tried to give them all a unique mechanic that would cause the need to make meaningful choices (especially in terms of what bonus ship to pick!).  I hope to see more mechanics like this added to the next expansion, and less mechanics simply added for the sake of storyline, realism, or unnecessarily difficult factions.
« Last Edit: May 24, 2012, 03:47:39 pm by Wingflier »
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Offline zoutzakje

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Re: Ideas for the next expansion
« Reply #10 on: May 25, 2012, 10:10:58 am »
I have to agree a bit with Kraiz. I wouldn't mind seeing more different ship types, but not to many of them. The game has plenty of different ship types as it is, some of which already have a questionable purpose. Plus more ships also means more rebalancing again.
Variety is good, but there has to be some sort of balance between amount of ship types and random player-unfriendly stuff (devourer, enclaves, etc). You'll be surprised how many people like things that make the game unnecessarily more difficult (like me for example).

I absolutely love the idea of environmental hazards, anomalies, events, unique planets, etc. Those are exactly the kind of random things that I want to see in AI war. And despite of what some people might think, this would still add a lot of choice making and strategic depth to the game.
Let's say you really need to take or neuter planet x, 1 hop away from one of your planets. Unfortunately the wormhole exit is covered by an asteroid field (unrelated to spirecraft), which has a certain negative effect on your ships (damage, paralyze, destruction of all shields, whatever). The only other entrance to planet x is 3 hops away with a Raid Engine along the way. What road to take?
It's stuff like this that really gets me excited.

oh well, guess I'll just have to be patient and see what's going to be in the next expansion.

Offline keith.lamothe

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Re: Ideas for the next expansion
« Reply #11 on: May 25, 2012, 10:43:53 am »
FYI:

I already have a pretty clear idea for the main feature of the expansion, which does happen to include some of the stuff requested here (quite intentionally not saying what).

More bonus fleet ship types is definitely not a priority, though I'm sure there will be some.

In general I don't want to say "this is what we're going to do", that just leads to really involved anticipatory mental models and inevitable disappointment when you actually get whatever made it through the design and implementation process.  I much prefer to say "this is what we did (so far)" when we hand you the first update where you can get the expansion ;)
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Offline NickAragua

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Re: Ideas for the next expansion
« Reply #12 on: May 25, 2012, 12:10:16 pm »
So the mechanics that truly make this game shine (and which we need more of), are the ones that present meaningful, but difficult choices.  Specifically, choices with a high risk/reward ratio.  There should be something to gain, and something to lose with every choice - that's what makes a choice meaningful.

Let me give you some examples of (what I consider) poor or bad mechanics:  Devourer Golems, Neinzul Rocket Corps, Roaming Enclaves, etc.

What do these add to the game?  What meaningful choices is the player making here?  There is benefit to turning these on, it just makes the game unnecessarily more difficult, without adding any real benefit to the player.  A meaningful choice is only presented when there's a POSITIVE aspect of said choice - something to gain from it.  There's nothing to gain with any of these minor factions, unless you like extra tedium and micromanagement (maybe some of you do I don't know).

Well, I don't know about the devourer golems (that guy can really clean up the AI forces), but yeah, I agree that the 'minor factions' that add extra guys that only attack you are not what I'd call a "meaningful choice" and I leave them off as a result.

The reason I advocate for environmental effects, wormhole manipulation and that kind of stuff over additional ship types is that I'm just never going to see the additional ship types. There are what, 60, 70 of them? You see maybe five-ten of the bonus types in a game (some on your side, some on the AI side), a few more if you crack open a Zenith Reserve or capture some fabricators. I guess it depends on your gaming pattern, but I generally manage to start and get far into about one or two games of AI Wars a year.  So, for me, the utility of having additional bonus ship types that I'll never see is very low. However, the utility of environmental effects and big fat planetside/asteroid installations is pretty high - because I'll actually use them. If I don't feel like I'll get a chance to use the new toys that come with an expansion, I really have no reason to buy it.

Offline Wingflier

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Re: Ideas for the next expansion
« Reply #13 on: May 25, 2012, 01:26:14 pm »
So the mechanics that truly make this game shine (and which we need more of), are the ones that present meaningful, but difficult choices.  Specifically, choices with a high risk/reward ratio.  There should be something to gain, and something to lose with every choice - that's what makes a choice meaningful.

Let me give you some examples of (what I consider) poor or bad mechanics:  Devourer Golems, Neinzul Rocket Corps, Roaming Enclaves, etc.

What do these add to the game?  What meaningful choices is the player making here?  There is benefit to turning these on, it just makes the game unnecessarily more difficult, without adding any real benefit to the player.  A meaningful choice is only presented when there's a POSITIVE aspect of said choice - something to gain from it.  There's nothing to gain with any of these minor factions, unless you like extra tedium and micromanagement (maybe some of you do I don't know).

Well, I don't know about the devourer golems (that guy can really clean up the AI forces), but yeah, I agree that the 'minor factions' that add extra guys that only attack you are not what I'd call a "meaningful choice" and I leave them off as a result.

The reason I advocate for environmental effects, wormhole manipulation and that kind of stuff over additional ship types is that I'm just never going to see the additional ship types. There are what, 60, 70 of them? You see maybe five-ten of the bonus types in a game (some on your side, some on the AI side), a few more if you crack open a Zenith Reserve or capture some fabricators. I guess it depends on your gaming pattern, but I generally manage to start and get far into about one or two games of AI Wars a year.  So, for me, the utility of having additional bonus ship types that I'll never see is very low. However, the utility of environmental effects and big fat planetside/asteroid installations is pretty high - because I'll actually use them. If I don't feel like I'll get a chance to use the new toys that come with an expansion, I really have no reason to buy it.
I guess it's just a difference of playstyes then.  I play a lot, so I do see pretty much all of the current bonus ships.  Everytime I start a new game I choose a new bonus ship I've never tried before, and I've probably played over 50 hours in the past week alone so.  I never said the ONLY feature of an expansion should be more bonus ship types, though I think we all realize that more ship types are inevitable either way in an expansion.  Though for the record, there's a lot of overlap in the current bonus ships and fairly simple/uninspiring ones as well (munitions booster, armor booster, bulletproof fighter, etc.), so adding some bonus ships which opened up entire new strategies to the game would be something very welcome (to me at least).

As for what else could be added to the expansion (in terms of core game mechanics, which this thread was never really about in the first place), I think they've already ironed out their plans for that, and being that we know so little about it, it seemed pointless to try and suggest anything of that nature.

The thing about bonus ship types that makes them a safe/neutral suggestion is that even if players (like you) wouldn't be using them, they don't HURT you by being in the game.  You can ignore them/play without them.  However, many players would use them and be excited about them.

When you add core game mechanics that could potentially change the entire game, that many people may not like, you stand to lose a large percentage of your playerbase (Core Shield Generators as a perfect example, if anybody was here during that).  So I'll leave it up to Arcen to make those kinds of big decisions (sounds like they already have), and just suggest small things that can't hurt either way.

Edit:  I should also say that with the addition of "Advanced Ship Hacking", the bonus types come into use much more than they did.  Where before, you got 5 random bonus ship types each game, you are now potentially CHOOSING between 15 different types, which can make or break the game.  I'm not sure if you've played since the new hacking ability was added, or have used it, but bonus ship types are a much more important factor than they were before.
« Last Edit: May 25, 2012, 01:37:54 pm by Wingflier »
"Inner peace is the void of expectation. It is the absence of our shared desperation to feel a certain way."

Offline rabican

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Re: Ideas for the next expansion
« Reply #14 on: May 25, 2012, 05:48:20 pm »
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Let me give you some examples of (what I consider) poor or bad mechanics:  Devourer Golems, Neinzul Rocket Corps, Roaming Enclaves, etc.

What do these add to the game?  What meaningful choices is the player making here?  There is benefit to turning these on, it just makes the game unnecessarily more difficult, without adding any real benefit to the player.  A meaningful choice is only presented when there's a POSITIVE aspect of said choice - something to gain from it.  There's nothing to gain with any of these minor factions, unless you like extra tedium and micromanagement (maybe some of you do I don't know).


I don't understand this. Unneccessarily difficult same way difficulties between 2-10 ? For me these things and hybrids are what make the game. They force you to make meaningful choices every second of the game. Hybrids alone force you to spread your defense instead of making ChokePointOfDoom. This  forces you to make much more meaningfull decisision than something like Dyson. Only decision you have to make with dyson is do i free it now or noooooooowwww.  For me the challenge options have always added more to the game than those that just give boost to the player. I could argue that apart from Broken golem's Medium all of the golems/spirecraft/dyson offer less meaningfull/no-no brainer decision than the other options.

I just can't see how less predictable game offers less meaningfull choices.

Well anyways, here is my suggestion :

Ai plot : BI polar

AI gets second random type. If one or both types alter the attack wave behaviour the ai randomly picks which way to attack use. It would get all other benefits from both types. 

You could scale it too 1-10 , 10 of course having 10 different types. Gravdiller, raid-engine, special forces captain, spireling, golemite, shadow master, fortress baron, peace maker,  crafty spire , black hole master   sounds like delightful combo :)