Ok, so I'm kinda surprised at the level of dogpiling suddenly being directed at champions. At least, it feels sudden to me but perhaps that's just my perception. I was aware of concerns people had before, just not like this.
Anyway, what I think I'm hearing is:
- Most players hate the nebulae. Too disconnected from the main game, too invariable, too long, etc.
- Many players aren't happy with the offensive response to champions (threat/threatfleet nemesis units). One explanation is that it's too similar to Hybrids in terms of the constant vicious pressure on anything not sturdily defended.
- Virtually no one likes to play just a champ-only slot in MP. This isn't so much a problem with the implementation as with the lobby tooltips, etc: it just needs to make clear that you'll want to also be playing a normal slot, or at least be team-controlling somebody else's units a lot of the time.
- Also stuff like wanting more direct-use abilities, which desire I've known about (it'd be nice, but I don't think it addresses the main concerns here), and wanting more options for the response/rewards.
My general response:
- There's probably not time to significantly mess with this pre-7.0 because of needing to refine the various stuff being added (most of it's expansion-specific, but also the AI overhaul that was done for the base game a week-and-a-half-ish ago, that kind of thing). Nonetheless, now's a good time to be figuring out what actually would work when there is time.
- Adding more options is a good long-term goal for these, though before we start multiplying it I'd like to find "defaults" that are at least good enough to not cause significant forum dogpiling about how bad they are
Otherwise we can wind up with 10+ ways of including the feature into your game, with half or more of them stinkingly bad. Guess which ones new players are going to try first?
And the specific changes I'm thinking may help when we have time:
- Basically just get rid of nebulae altogether. Some folks like them, and some players may want to play through them one time, so we could keep it as a legacy lobby option, but in general I don't see how these could possibly be made so as to avoid all the major criticisms levelled at them. A randomized scenario engine or whatever would help with one of those criticisms but would be a fairly insane amount of dev work and probably still wouldn't produce remotely-balanced situations.
- Find some way where a champion can earn growth (XP, module unlocks, ability unlocks, hull-race unlocks, hull-mark upgrades) in "normal space".
-- Would need to be:
--- At least balanceable (so it's not just "fly through the whole galaxy zerging special structures with no effective opposition or retaliation").
--- Not grindy (so it's not just "kill every guard post in the game for the XP").
--- Not insanely hard to code (nothing nearly as complex as the nebula scenarios will work here, just too hard to keep the AI and other factions and stuff from just stomping all over the sandcastles such that the champ's involvement is irrelevant).
-- One concrete idea I think would work is: having special structures on AI planets that grant the various kinds of champ growth when killed, but are also defended by nemesis units (and cause more nemesis units to go after you when killed).
-- There's also more complex ways to spin that, like having some of the structures give the benefit when killed, and others spawn an object that you then need to get back to your territory (and then you get the benefit), and others spawn a boss object that you need to kill before it gets back to the AI HW (and you get the benfit when it dies).
--- Though after all those FS shard recoveries I doubt anyone's looking for more escort missions
--- Also, those sound like it would motivate you to have a fleet to back your champ up, which runs counter to the champ design goal of "give you something to do when you're waiting for your fleet to rebuild". Even the "just pop the structure to get the benefit" mechanic would seem to encounter that to some degree, though perhaps not a bad one.
-- The minion starships from the nebula factions would simply be not there.
-- The non-human mod forts could be gained in some other way, or perhaps just unlocked by a particular kind of target structure.
- Have the offensive nemesis response stop coming in frequent little bits, but instead more of a CPA/exo model with infrequent (no more often than every 2 hours) but powerful events. This would move it away from the "hybrid" model of harrying every outlying world all day every day.
- Once we've got "defaults" that at least decently work for most people, we can add a "Champions" panel somewhere in the lobby with dropdowns for:
-- "Growth Method", picking either "Relic Caches" (the normal-space idea I was talking about above, and would be default) or "Nebulae" (what's in the game now, for legacy support, and this option would be added to the game as soon as Nebulae became off by default).
-- "Offensive Counterbalance", picking either "Nemesis Lion" (the infrequent-but-powerful idea above, default), "Nemesis Hyena" (the current method of frequent spawns and nipping at your heels until you're weak enough to kill), and "Off".
-- "Defensive Counterbalance", picking either "Nemesis Bear" (the current method of piling up nemesis units on the AI HWs if you have a high-mark champ while still low AIP) and "Off".
Anyway, certainly not perfect solutions, but wanted to get the ball rolling.
Thoughts?
I'm unlikely to spring for complex solutions to the above, or solutions to other problems that I don't think are problems, but may as well get it all out in the open