REALLY annoying side note about the forums: clicking Toggle View
deletes the entire post. Perhaps an effort to reduce my tendency to megapost?
(I clicked it because deleting blank lines between paragraphs causes the font size of the lower text to become the smallest possible, which is also annoying, but could be fixed in the past.)
As to the resources, I'm in favor of combining metal and crystal into a single resource --- since there's no real functional difference between them (Spirecraft that cost only crystal is the only one that comes to mind), and they're pretty much interchangeable after the latest patch (THANK YOU --- the manufacturies were EXTREMELY ANNOYING!), I don't see any benefit to keeping them separate.
As to irreplaceable crystal deposits...
edit: And I see that Keith already made pretty much the same suggestions
here. This is what I get for posting without catching up on everything.
Anyway, I think there's just at least 2 honestly-different ways of looking at how the AI should be allowed to threaten you:
Should it be able to mortally wound you without hitting your home system, or not?
Put me down for "no," if we take "mortally wound" to mean "you cannot win the game but you haven't gotten a game over screen yet." (I'm taking "lost" to mean "cannot win," since stalemates should be avoided in a game like this anyways.)
Especially for beginners, the win / loss conditions are simple and easy to understand / reason about: defend your Home CS and eliminate the AI CS. As soon as the Home CS is lost, the player is notified that they have lost the game and can then restart (scumsave or start a new game).
If the loss of another structure is essentially the same as losing the game,
then it should likewise result in a game over screen in as short of an order as possible (I'd say within an hour, max). Otherwise, the player will continue playing a losing game for several hours (which I would wager even veteran players wouldn't do), and more importantly it hampers the player's ability to learn and create new strategies, as the length of time creates a lot of noise when trying to figure out exactly why they lost and what they need to do differently (aside from "just stick to winning, that's my motto!").
It also causes the pathological behaviors mentioned earlier:
- Restart on the loss of an irreplaceable, even if the game is still quite winnable --- if I can't tell what other structures will force a loss, then I have to conclude that every structure is equally and vitally important. Put another way, if I can't tell whether I just lost, then it's easier to assume that I have than to play for several hours to find out.
- This is what I do with my Golems, especially the Botnet.
- Avoid capturing irreplaceables in the first place --- since there's not enough force fields to protect a FacIV from a HK on a mission, why bother?
- This is what I tend to do, since I like playing with all 4 exo-producing options on.
- I also strongly disagree that pumping out a group of MkIVs and setting them aside is a valid answer / strategy, if for no other reason than it creates a lot of needless micro, especially when trying to grab all units of a particular type (e.g., all bombers for an anti-fortress run). No answer to a situation should essentially boil down to "click more buttons."
Personally, I strongly dislike irreplaceable structures in any game, but I'm definitely in the "hoarder" category mentioned earlier. Nevertheless, I think that everything --- especially FacIVs and constructors --- should be able to be replaced on loss (e.g., leave remains that can be rebuilt). However, that's not to say that losing them should be a trivial matter, just that if I'm supposed to protect these structures with my life, then losing them should actually cost me the game (or at least pose a SERIOUS threat that needs to be carefully handled to be survivable). Until then, even if I'm pushed back to just my homeworld, if I can hold them off, then I can / should be able to still win the game. "No one ever won a game by resigning."
One suggestion would be to make the loss of these structures send the AI into "panic mode" for a time. For instance, if they manage to kill a FacIV, then they get a HEFTY bonus to their threat fleet, under the idea that they have no idea how many MkIV units the player has, so they phone home for reinforcements. Or (inclusive) they could get a bonus to the next several waves. Or they get a 5-minute timer that uses an enhanced version of the deepstrike threat mechanic to increase the number of ships trying to kill you.
In essence, the AI has knocked you down, so they start throwing everything they can at finishing you off.
This would also have the possibility for a hilarious "resonance cascade" effect, if multiple such structures are destroyed an a row. >D
(You could even make this work for Golems --- if a Golem is destroyed, then the exo counter gets a significant boost, but the Golem can be rebuilt if you survive.)
I think this would work fairly well, given the updates to the threat mechanics recently. The only shortcoming that I see with this is that it further reinforces the "chokepoint" strategy, but I'm thinking about how to address that as well.