I'm not certain in my mind if it's a net-improvement for the game, but I think the original post's idea has merit. Based on the back-and-forth in this thread here is one way it could be concretely implemented:
1) For all AdvFact, ASC, and Fabs (let me know if I left out something you'd want included; I think ZPGs are better as-is).
2) Make them leave remains. The construction costs would be non-trivial but not absurd. I'm thinking 100k total m+c for a fab, and 200k total m+c for an AdvFact or ASC.
3) Give them AIP-upon-being-rebuilt. This wouldn't be exactly the same mechanic as golems-medium uses since they wouldn't be metamorphosing on repair but instead on rebuild. The AIP cost would probably happen as soon as the rebuild beam turned them back from remains into the under-construction-with-half-health thing. Anyway I think I'd probably do +10 AIP on the AdvFact and ASC, and +2 AIP on the fabs.
4) Make them never be automatically be targeted for rebuilding, these would always need to be a conscious decision.
... and done, right? That would actually take me less than an hour, probably.
@Kahuna: on the placement of these in-system, they already specifically avoid being put near wormholes (exactly how far depends on how intractable the wormhole placement is). Where do you actually want them to go? On the inner grav ring and such that distance-to-nearest-wormhole is maximized?
Anyway, my thoughts on the above idea:
Pros:
- For players who prefer these as irreplaceables, this actually doesn't change anything: just ignore the remains of the ones that get destroyed and you're done. No additional cost, no additional AIP, it's just no longer available to you.
- This would greatly help address a concern many players have expressed: given the defensive tools currently available to the player, and given a pretty large set of possible moderate-to-high-difficulty scenarios, it is not feasible for a player to adequately defend their "core" (chunk of territory protecting the home command station) and even 1 "satellite world" on a permanent basis. You still definitely would not want to lose these things because AIP hurts (unless you're playing FS, but then the fabs/factories probably don't matter so much).
- It's a pretty simple change, in terms of dev time.
Cons:
- I can totally see Faulty Logic running wild this. AIP means nothing to him when he's coming in for the final attack run
Wait until the final battle is possible, drop a mob of engies to rebuild the wrecks and (popping distro nodes if necessary) turbo-build their stuff to cap and rush rush rush the homeworlds through the thermal bloom of all those warheads.
More seriously, it's not just one player: at the end of the game, it's quite viable to ignore last-minute AIP increases. And I like that part of the game, as it lets the player make a win-or-lose gambit and that's awesome. But this would potentially strengthen said gambit excessively. That said, there are at least two heavily mitigating factors: first, rebuilding the structures and building caps of high-tech units costs a
lot of m+c and the player can't exactly wait around for more once the rebuilding has started. Second, if it's really a problem, I can make it so that the rebuilding of the AdvFact/etc remains takes a certain minimum amount of time and can't be accelerated by engie assistance.
Anyway, let's talk about this some more. Then if it makes sense I may post a separate poll with a more-obviously-not-intrusive-upon-players-who-like-it-the-way-it-is version