In this post I will partially disagree with what I said myself in
Tutorial's thread. I had a sort of revelation and I basically changed my mind. I will develop a new approach of the tutorial, or more accurately I will develop a new idea for introducing new players to the game without a tutorial.
I was looking at all the ideas about the AI War's tutorial and a new version for 2.0. They are all interesting, but they all revolve around one kind of solution for the "game's first experience" (which is, for AI War classic, suboptimal, to put it mildly): the tutorial. But it's not a problem by itself, it's a "suboptimal" solution of a problem: the introduction of a new player to the mechanisms of the game. The approach being currently debated doesn't satisfy me anymore. However, don't stop debating, it sure can make a good solution in the end; I'm just taking another path that I believe is promising, but I might be wrong in the end. (For the League of Legend players out there: "keep your lines, I go jungle".)
Enough introduction; let's get to it. My point is: a scenarized game, linear, guided, babysitted from one end to the other, doesn't feel AI War. (Once again, don't get me wrong: this is a conventional method that might work well. Keep developing that idea.) But I feel that doesn't fit in AI War. I don't even feel it's the right method in other RTS games, but even less in AI War. My idea would be something that I'll call a "zero feature first game".
Instead of a scenarized "campaign" the new player would instead be proposed a simplified game, but a normal game otherwise. It would only use something like a lobby script and some special journal entries. No handcrafted campaign, just banal loggy options and journals. That special game setup would be completely feasible with the normal game's lobby. The first game would just have "zero features": no waves, no reinforcement, no special forces, no threat, etc, all disabled with advanced lobby option (automatically disabled by that "lobby script", of course). The player would just be presented with a 10 planets "simple" galaxy map at sandbox difficulty and any possibly disable-able options disabled. Also a couple of also legitimate options (why not?): infinite resources (metal and energy) and no AIP. The player would be tasked with "build an fleet and destroy the two AI command stations on planet $A and $B." A journal entry would quickly explain (after "stop reading now if you're familiar with generic RTS controls") how to put a space dock on loop, select and move a fleet and cross a wormhole. That's it. So the player build its fleet, move from planet to planet, destroy the two central AIs and win. In the meantime, he experiences by himself the very basic of combat: move a fleet toward a guard post ("See? Ships automatically attack when at range and get automatically rebuilt up to a cap"). No need to detail that in a journal entry.
The player wins. 5 minutes for a RTS player, half an hour for my mother, the time to figure out the selection, the orders, etc. Then the player is proposed to begin a new game with more features. He's told he can enable them all or one by one, depending on its liking. These features are resources (metal and energy), knowledge, AIP, waves, etc, also bigger map, up to a full, 7/7 vanilla game (5/5 first, sure).
I was thinking about how to further simplify the game for a very first "tuto-like" game, and I went into rethinking things that might even be great improvement for macromanagement and clarity of the game. If it's good for a noob, it's good for me! Let's clean the stuff around the OCStations.
* integrate the energy collector into the command station
* integrate the knowledge gathering into the command station (Only one version of science lab, stealth and used for gathering on neutral planets and ARS scouting, maybe even merged with the hacker. Researches are done in the UI.)
* integrate the redirector post into the command station (or maybe make it a UI-only thing, not a unit in the game)
* integrate the beginning's producers (cryopods and cities) into the Home command station (or maybe let them out as they are for lore and AIP², why not)
* make remains rebuilders automated: they would be OCStation's drones, unbuildable and uncontrollable, only and automatically dispatched when needed.
* better build rate for space docks to let them work without a swarm of engineers (I would even say "remove engineers, make a healer fleetships (between scout drone and triangle) and make self-building at better rate").
Well, this one is a bit extreme, but I'm sure there is simplicity for both management and new players to be found here. But that might be achieved during the test times, when the AIW2's engine is earlybetatested.Ideally, a planet would have only an OCStation and defensive stuff (FFields, turrets, etc), and eventually one constructor building per unit family on home (or production) planet (space dock, SShip constructor, mercenary, warhead silo (plus the metal harvesters and eventually some matter converters at home (speaking of which, metal to energy conversion may become an UI stuff))).
Also ideally, capturing a planet would be just a matter of sending a colony ship, choosing a kind of OCStation, waiting (defending) while it finishes building and start placing turrets, FFields, and stuff (actual strategy, no "don't forget energy, don't forget science, don't forget redirector, ..." checklist.)
²
: when cryopods and cities under the home FField dies and increase AIP, loosing is near. I don't think it's an important thing they are out there and have AIP on death.
Again, a good ol' tutorial might be the way to go. I'm just exploring an off-path potential solution.