I do really enjoy systems where one player gets to be the "game master," but that really only works when it's not a PvP situation. That GM really has to be acting in such a way to provide the most interesting experience; trying to push the players to the brink of destruction but not over, only letting the players topple over the edge if the players themselves make the mistake.
I usually play the GM when I'm playing board games or similar with friends and family, and that's something I really enjoy (as you might expect, given that it shares a lot of attributes with being an effective game designer in general). But I'm not really sure how many people enjoy that sort of thing, and if they wouldn't just more often take the opportunity to roflstomp the player.
But... in terms of a PvP-like experience, that actually has the most promising potential, I think. And that is something that I
would be interested in playing for myself. Like I said, I love being the GM. What I'm envisioning is a system sort of like this:
1. One or more players somehow get designated as "AI sympathizers," and don't get any units of their own.
2. They can see everything that both AI players can see.
3. The higher-level functions of the AI thread are completely turned off. All the autotargeting and such that is present for the human players would remain for human and AI alike, of course, so ships would function at a tactical, just not a strategic, level.
4. Reinforcement and waves would happen every so often just like they normally do in the game, on the same schedule; however, the AI sympathizers could predefine where waves and reinforcements will happen, with the same restrictions on clumping that the AIs share. The players would not get to select what reinforcement or wave composition actually is, because the AI also doesn't really get to select that, either.
5. Ships that are guards, or which have the special forces stance or similar, would not be controllable by the AI sympathizers, in the same sense that they are not controllable by the higher-level AI functions.
6. Ships that are free/threat/attack would be able to be controlled by the AI sympathizers to do whatever they want, as this is essentially taking over the role of the combat AI.
A design like that would be pretty straightforward to code, overall, and I think it could really be fun. It is actually more of a PvP situation than I'd been thinking, thanks to the above restrictions (as opposed to a purely GM-based situation). The player(s) in control of the AI side of things would actually be free to play their hardest, because they'd only have a small subset of their total might available to harass the humans with, same as now. And, same as now, the human side would still be mostly having the tempo, etc.
That's actually... pretty fascinating. I could
definitely see myself adding that in a future expansion.