Fabs are already not something the player really needs anyway. How does punishing players more for taking one solve this? I like the idea itself, but fabricators would need hella buffs for that to be reasonable.
Oooon that note, what if you could move them?
I think that's part of the problem --- judging by some of the responses here, a tutorial on AIW would include "don't take a planet just for Fabs and don't put down a 'last stand' over them." FacIVs and ASCs would be more important, obviously, but
depending on the options enabled, the lot are more noise than signal as far as "things worth taking a planet for."The "punishment" is to balance making the structures rebuildable, which I'd put in the "hella buff" category.
You paid in AIP by taking the planet, but as long as you hold them (hence the ability to self-destruct) the AI gets a slight boost as well. This is similar to some of the discussion in
this thread; some of the ideas posted there also talk about giving the AI more flexibility in responding to the player than just straight AIP.
Moving the structures could work, but I think it's already covered by the unlock + build in a special structure idea earlier in the thread. I'd favor the added threat, as it supports players who want to build the cap and be done.
To those in the latter category, would this impose too much of a penalty on you, assuming proper numerical tweaks?
@Keith, does this idea fall outside the "the player controls the tempo" point you made elsewhere? I'd at least like to know if the proposal's a non-starter.
If it's a "starter" (to avoid the double-negative), would making it an option (similar to the "Lazy AI," though separate) be possible down the line, at least in principle?