First, I would suggest that we (i.e., Keith
) post a poll addressing the question of combining Metal and Crystal, regardless of what is done to replace Crystal, as the two questions are largely independent (they could always add another resource and keep M+C for instance). If we're generally in favor / nobody thinks of some way that it completely breaks the game, I'd say pull the trigger and do it,
before we figure out what to do with Crystal --- that way, we can playtest that change without confusing balancing discussion with a new / modified mechanic. [1]
Personally, I'm very much in favor of combining; pending further analysis, I'd say that the cost differences don't really impact gameplay that much. It's not just a weak mechanic; IMHO, it's a very artificial split (that has led to bugs with the most recent patch, though fixing those should be the end of that). The only thing I would note is that the resource cap should be raised if they are combined to minimize the "feast or famine" problem documented elsewhere.
Second, I think that the economy is reasonably good and straightforward to balance as it is (ZTrader and all), especially if the resources are combined. I really don't think that crystal should remain a component of the main economy --- if M+C are combined, none / as few as possible of the current ships should cost Crystal, as there's already enough checks and limits placed on them (Knowledge, Power, and ship cap) for a fairly rich set of strategic choices.
We shouldn't figure out what to do with Crystal or how to force it into the economy --- that's approaching the problem backwards. Instead, I'd propose that we figure out what
additional mechanics we'd like to have, and figure out a way to bring Crystal to them. By making Crystal a completely separate economy system from Metal, we have more room to try some guano-loco ideas without impacting those who want to keep playing a regular game. [2]
This could even cut some Gordian Knots between play styles. For example, let's take my long-winded beef with destructible capturables [3]: try having a unit similar to the Harvester Exo-Shield (does anybody even use these?) that shields a capturable unit, making it invulnerable. A number of balancing ideas have been posited (e.g., Keith's "blood in the water" and "loss of structure for a time") that could be incorporated. Additionally a Knowledge cost could be imposed; I'll come back to this in a second.
Another suggestion that has been mentioned a while back (that I'm fond of as well) is a modular command station. This could be a way to do something similar, without interfering with the established CS mechanics --- just build a separate modular building that's separate from modular fortresses, less powerful, much more common, and potentially maintains scouting and supply.
The biggest hurdle that I see is in the implementation --- artwork and mechanics and the like. These sorts of changes may not be reasonably doable. [4]
The next hurdle is balancing. I'd say, at the least, that every "experimental" unit should require a fairly significant Knowledge cost (they're experimental after all), to offset the benefits involved and preserve the strategic tradeoffs involved --- probably about 6k apiece, if not more.
The other point of balancing is how the resource is collected. If the crystal units can be destroyed, I'd argue that the resource should be a collectable, similar to Metal (though that gets back to the "destructible vs. indestructible debate). On the other hand, if the units are "once built, they're yours forever," then I'd suggest a mechanic similar to Knowledge (instead of destructible capturable): each planet has a certain amount that can be mined (or possibly a Spire city-style "control point"-based like Hearteater proposed, though the former would allow for better flexibility).
Some other
COMPLETELY spitballed ideas:
- A building that disables all wormholes for 60 seconds on death / death of the CS.
- A hacking ship that rolls back the AI hacking response (or even AIP?) --- essentially behaves the same as the knowledge hacker, except upon completion drops the response back a level from what it was at the start.
- A building that can reallocate champion points.
- If we really want to try something crazy, an AI unlocked ship hacker --- similar to the ARS hacker, except it unlocks a ship that the AI already has unlocked.
Obviously, these are extreme ideas (and ice-cube's chance of any of these actually working), but why not? Instead of trying to simultaneously drop Crystal and still find a place for it in the current economy, why not treat it as a blank slate?
[1]: I understand that having the blank space is annoying, but the devs could always put Toranth's avatar in its place as a "there but for the grace of God" reminder.
[2]: This is essentially making the Crystal units "uber-experimental." I know I saw somebody proposed a similar general idea, but heck if I can find it. Apologies --- I'd be happy to edit to give credit.
[3]:
Here for those who want to read it. I'm still re-re-reading the responses; I'm not convinced yet, but I'm still thinking about it.
[4]: While I'm thinking about it / since I haven't seen anywhere else to request it: if / when this game reaches end-of-life, please seriously consider open-sourcing it.