Heh, yeah, this astrotrain has been derailed.
Eh, I wouldn't say that. The question I asked got answered; past that has been brainstorming on things related to the implications of the answer, which in particular is related to ways of making non-chokepoint strategies more viable --- and I'll agree that would be a better approach than trying to nerf chokepoints. You can't fight the strategy used at Thermopylae, but that strategy's not always possible or viable.
However, if a new thread to continue the discussion would be better, let's start by figuring out exactly what specific, high-level question(s) we want to address. The turrets are already being discussed, and I'd agree that changing how existing Forts work would be too disruptive, especially given that K cost makes it easy (up to development time
) to add units / strategies.
IMO, our question of "make non-chokepoint strategies viable" is too vague, as people have many interpretations of what that means, plus different options have a heavy impact on it. Worse, our answers (mine included) tend to be too low-level in requesting specific changes to mechanics or units.
But, as much as love warheads, I think this would make better sense as a hack.
This raised a question on hacking that I've asked
here.
I'm currently okay with the current chokepoint balance... but if we were doing a sweeping overhaul of choke, turret, and fort balance? I feel we should aim for a different balance of power. Need to balance the Fallen Spire campaign? Don't shift the duty to forts, shift it to (new, defensive?) spire only buildables. Weight hard golem/spirecraft and exo-galactic strikeforces in the thematic direction, and if the golems given to you aren't sufficient counter, then perhaps they are scaling up too heavily.
As a "you know what would be COOL?" question, since some of the discussion is with respect to non-chokepoint Exo strategies, maybe have structures that get unlocked (or in the case of Spirecraft, that are buildable from asteroids?) when these superweapons are obtained (or enabled?), kinda how the Nebulae unlock additional ModForts.
Especially in the case of Golems, though they are powerful, they 1) cannot stand alone against an Exo (I know they're not supposed to, but they
should form the bulk of the wall against them, though I don't think that's really the case at higher AIP) and 2) are very limited in number, which means that you can't make effective use of them to counter Exos coming in from multiple points. Spirecraft are similar, as their hulls seem to be made from wet tissue paper at times.