In AI War II, the energy will be replaced by Power, which is per-planet and only used by immobile defenses. Fine.
* There is ideas for different Power production per planet. I'll keep that in mind as I develop my point.
* We can imagine the per-planet cap for turrets will stay. I won't discuss MkV turrets here, though.
* Let's also keep in mind that fortresses and some other kind of galaxy-cap defenses will stay (mines, tractors and gravity turrets, HBC, etc).
* With local-brownout, the goal of each planet is to protect its own Power generator. That would slightly change the AIW1's dynamic where losing the OCStation doesn't bring the turrets down (only in case of galactic brownout or absence of adjacent supply).
So. Let's imagine what will be the balance of Defense in AIW2. While this might interest only the post-KS development, it will certainly be interesting to look at it before v1.0. Beside, the idea crossed my mind, and I see no reason to not bring it out now.
Provided enough metal investment, every planet will have at least some defenses. But each planet lost (OCStation / Power Generator) will be hard-lost, because of the local brownout. That might be very interesting considering the AI will reconquer planets. However, how to fortify a planet? As AI War as a strong and engaging "galactic tower defense" aspect, allowing players to choose which planet to defend more will be crucial. The core of my concern is there: what will be the tools for the players to play that galactic tower defense game?
If all planets have the same amount of Power, only the galaxy-cap turrets will make a small difference. If Power consumption is equivalent to "strength" for per-planet and galactic-cap units, then they will make no difference at all.
Proposition:
1) Galactic-cap defenses are very Power-cheap.
2) Not all planets have the same available Power: depends on planet type, and players have rare (metal-upkeep or galaxy-cap) per-planet "bonus" Power generators.
3) Return to galaxy-cap turrets.
(I personally don't support (3), but it may be interesting to consider this option.)
Any number of these ideas would make players able to invest something into some planets to enhance their defensive power and make strongholds / wipingboys / chokepoints / etc, and provide them tools to play in the "tower defense" aspect of the game.
However, toping per-planet defense might bring a new meta that is worth looking at. If this model is kept (limited per-planet-defense but everywhere-defense), rename Dire Guardians as Dire Something-Else to imply something more aggressive, make regular waves behave like Exogalactic Strikeforces (one Starship or Dire Something leading the pack and targeting something in particular) and force the players to use in-depth defense with passing/taxing planets, sacrifiable buffer planets, stop-wall planets, etc. The interest of the game would then be to differently use a fixed per-planet amount of Power. The only idea I see to support this is:
1) Every defensive structure has a per-planet cap but an energy cost proportional to its "strength".
Fortresses, FFields, tractor and gravity turrets would have per-planet caps but a higher Power cost and would eat a significant portion of the local "defense slots". Unlocking higher mark turrets would be less interesting than unlocking new turrets. We would see the emergence of "planet load-out" on the forum (things like "full missile + full gravity + 1/2 tractors" or "1 fortress + 2 FFields + full lightning", etc.)
I personally prefer that second approach because it rests upon a difference in kind instead of a difference in scale and supports the new orientation of the design that seems to allow less weight to individual planets.
I would love to hear what the community prefers, and what is Chris' stance on that point (if you have one yet).