Originally this was going to be a response to this thread:
http://www.arcengames.com/forums/index.php/topic,19013.0.htmlBut I figured a bombshell like this deserved its own thread.
Want to hear something nuts? I'm actually considering removing AIP in general. I don't like that it's just one big bad number. At one time I did, but I feel like that can lead to it feeling overly-gamey. I think that it can also lead to players feeling overly restricted in what they can do in some cases.
I'll give you a comparable example: in GTA5, if you commit a crime even when there isn't a witness, you'll still get the police after you. I HATE that. I actually tended to play with a mod where the police were a) a lot more aggressive; b) more limited in LOS and so not on top of you immediately, giving you a chance to hide; c) only alerted at all if you did a crime in front of them, or someone calls them on the phone.
I have always thought of the AIP mechanic as being kinda-sorta like the stars in GTA, mostly going back to GTA 1 and 2 (5 did not exist when I created AIP, and I didn't like 3 or 4 or any of those).
For me, AIP has always represented the idea that "every action has a consequence." But unfortunately as the game became more complex in expansions and so forth, it started to represent "every action has every consequence" instead. The AI was gaining a lot of new abilities and verbs, and they all hung their shingle on AIP. I don't like that.
If you'll notice in The Last Federation, we implemented something vaguely like AIP in the form of the attitudes and influence there, between the various races. For one thing, I think that this is really nice that you can see why the number is what it is. No matter what, I think that's worth doing here. But even more than that, the fact that there was influence with each of 8 separate races, and often things would increase your influence with one at the expense of a rival worked out really well in practice as well as theory.
In AI War II, what I'd like to explore is a more nuanced system where the AI has various things that it is good at at any given time, or possibly those can be spun a few different ways. At any rate, the AI dumps points into "logistics" for instance you do certain things, and so reinforcements start coming faster and maybe CPAs build quicker. Who knows -- this isn't the real design yet. But you could take OTHER actions that might harm logistics of the AI... yet cause them to pump a bunch of points into something else, like "aggression." Obviously that isn't a skill, but rather a behavior style. But you get the general idea -- with that, it might make them a lot more dangerous around your borders, for instance.
Everything was based around AIP before... from all the various forms of attacks, to tech advancement for the AI, to how fast they reinforce... etc. Obviously there were some other factors in there like how long you'd been playing and how many planets you'd taken, but even those were both invisible and crude. They were also UNIVERSAL, which I also don't like. Why can't one pocket of the AI feel more aggressive than the rest of the galaxy based on how your past relations with it? Etc.
On the one hand, this seems like it is getting a lot more complex, right? AIP was good because it was simple. I would counter that AIP was
hard because it was simple: hard to balance, hard to extend, hard and intimidating to understand as a new player. However, people more intuitively understand "actions have a consequence," since we're used to that in life in general. I'd rather have a much more reactive AI that has many micro-adjustments to its behaviors in specific locations based on what you do, and that has larger macro-adjustments to what it does based on more major actions, AND that you can weaken in interesting ways by doing more than just "reducing AIP" via generic fashions.
We have done exactly this sort of situation before in The Last Federation, except it was modeled as many races and was both less and more complex than what I am thinking here. The beauty of this sort of system applied here, designed in a middle-complexity fashion, is that it would provide more targets for players to do things against in interesting ways, a more alive-seeming AI, and more crazy stories about unusual edge cases (the most fun things).