How do you want the hunter plot to act within AI War? Keep in mind these are *concepts* and balance for any idea can be worked out later
- It fufills its current role exactly: It spawns units, including Hunter Killers, on a set timer only influenced by plot intensity. these spawns follow special forces logic
-
2 (10%)
- Maintains #1, the idea of a timer soley adding to special forces, but the timer is influenced by AIP and/or difficulty in addition to plot intensity.
-
2 (10%)
- Special forces are able to use their "budgets" to unlock a greater variety of uncommon units, including Hunter Killers. Higher plot intensity determines portion of the SF "budget" goes to these units. (Passively influenced by SF logic)
-
5 (25%)
- #3, except the plot intensity determines how "efficent" the conversion from normal to uncommon units the special forces budget uses. A really low intensity means inefficent conversion, high intensity means greater conversion and improved SF str
-
4 (20%)
- #3, except plot intensity determines how "exotic" the enemy units are, from simply more choice of fleetships to guardians to experimentals to H/K's to golems to beyond!
-
7 (35%)
- Split them into two subplots (Hunter A - Hunter B). Keep in mind the increased work in balance.
- 0 (0%)
- I don't like any of these!
- 0 (0%)
Total Members Voted: 0