One thing I'm wondering about is adding seeded-at-mapgen "super harvesters" that are captured with a planet and give good resources, but if they get destroyed they're just gone. More take-and-hold stuff would be nice. None of it should be too vital, though, as take-and-hold is downright implausible in some of the harder scenarios.
Exowaves, Heroic AI, Threatfleet, and the anti-Human Champion Nemesis spawns make 'take and hold' stuff very short lived. In my current Champions game, any system I want to hold more than a few minutes needs at LEAST 2 fortresses on it. The systems with only one fortress get overrun on a regular basis.
Also, resources are just time. It'd need to be some darned incredible harvester to make it worth the 20 AIP to capture. Or, make them so common that they're just an extra benefit to a system you were already going to take anyway. (Would Super-Harvesters get the protection of the Harvester Exo-Shield?)
All in all, I think the economy is OK. At higher difficulties, playing an AIP@Floor game, Econ stations are just as viable as Harvesters. Only in multi-HW and Fallen Spire do Harvesters really overrun Econ stations in usefulness.
I almost never hit distribution nodes. 1 AIP for 2-3 minutes worth of resources? And 20% are trojans? Only when utterly desperate will I use those.
Although I would like a higher resource cap... It has always bugged me that I regularly build things that cost as much or more than the max resources I can hold.
Now, my nominations:
*Nomination: Heroic AI, AI Side
*Nomination: Nemesis fleets (both Defensive and Anti-Champion), AI Side
The first problem is that the Heroic AI starts launching the threatfleet waves at minute 20, and continues at the interval forever. Give the player a little buffer time, please! Make the first hour or two safe (except from the wave-additional Nemesis), before sending out the clowns.
The second problem with the Heroic AI is that when AI jumps a tech level, all its Champions jump up a hull size. There is no counterbalancing drop in number of hulls spawned, though. In other words, it'll go from producing 7 frigates per 20 minutes to 7 destroyers per 20 minutes - thats about a 3 fold increase in strength, in one jump.
All the other Nemesis fleets just get too many hulls. 100 frigates in the Nemesis defensive fleet is pretty ugly. 40 Threatfleet hulls is also terrible.
My suggestion is to start combining smaller hulls into larger ones at about a 3-1 ratio, whenever you get more than 10 or 20 Nemesis in a fleet. Right now, the AI's individual units can get spread out attacking at multiple places, which the human Champions can't match. Fewer hulls, even if more powerful, are easier to concentrate on.
*Nomination: EyeBot, Both AI Side and Player Side
Please make EyeBots not immune to instant kill, or something, so that the Counter-Spy can kill them. Please?
I'd nominate the Zenith and Spire starships, too, but they're already "in-work", so to speak.
*Nomination: Riot starships, player side.
Much as I love these, reduce their engine damage, tractor slots, by a factor of 2/3s (grav modules slow to 12 or 16 instead of 8), then add mkIV with ACS (no mkVs should exist). You get either 2/3s the current benefit, or 10/9s if you can preserve the ACS.
I kinda agree. If we made a Riot IV, and nerfed the lower levels, it would make it less abusive. Less fun, too, but better balanced.
*Nomination: Inter-planetary munitions booster, AI side.
Makes an area of space terrible, and costs 20 AIP to remove. Tone down AIP, or remove it and make the structure really tough.
Agreed. The AI reinforcement-enhancing thingy has the same problem.
*Nomination: Alien modular forts, player side.
They are too good to be free. Reduce their health, dps, and economic costs by half.
Disagree here. To get them, you already need to playing with Champions (auto include AI Nemesis Defensive fleet and anti-Champion Nemesis spawns), AND you need to win at least one nebula per fortress type. Next, you get only ONE of each modular fortress. On top of that, they cost a LOT, same as a Fortress Mk II, but have less base firepower. To get the upgraded firepower, you needs to spend K to unlock stuff, or XP to unlock other stuff. Both are in short supply.
*Nomination: Ravenous Shadow, minor faction side (Nebula scenario)
Ridiculous DPS, which wouldn't be so bad if it wasn't faster than the champion units. http://www.arcengames.com/mantisbt/view.php?id=10155
Disagree. The Shadow should be beatable if you encounter it with anything larger than a frigate. Load up on one shield, then Missiles for Large and Polarizers, IREs, Paralyzers, Doom Accelerators, or Needlers (in that order) for small. If you have using DAs, take the Human ship, otherwise take the Zenith. Don't fight straight up, but snipe as the kill Enclaves and Small starbases. Use Shadow Shield to cover the Large Starbase while you attack to kill.
The scenario isn't easy - I've never won it with any small starbases alive. But I rarely lose if I encounter it with anything larger than a Frigate.
*Nomination: Camouflage (the mechanic), AI side
This one would require a mechanics change for both the human and AI sides, but I listed the AI side as they abuse it the worst.
Basically, if the owner decides to never move or fire the unit, there is no direct counter. Especially bad when the unit that is camouflaged is also immune to AOE effects and/or nukes and/or EMP.
I think this one just needs a touch-up on the AI behavior for cloaked units to make them more aggressive. A cloaked AI unit on a Human world should pick something, go directly to it, and attack. No sitting around for hours on end doing nothing. That'd solve the biggest problem with the Camouflager and the ZCamo.
*Nomination: Energy collectors, player side
See the energy discussion thread. One of the best proposals I have seen was to reduce energy collector output, but increase home command station and economic station energy outputs. This would prevent early game energy from getting nerfed too much, while not making energy a complete non issue by mid-game.
Strongly, nay,
vehemently disagree. Energy is right about the point where it should be. Enough to not need to micromanage it, but tight enough that losing systems can easily lead to cascade failures if you aren't prepared.