In AI War classic, several resources were shared and several weren't. That was very confusing. The AI power scaling with the number of players and/or Human Homeworlds wasn't very consistent neither. I'd like us to lay the bases for a better, clearer multiplayer experience.
My simplest idea was "absolute sharing": players are all basically helpers for a single "player".
* This has the huge advantage of simply removing all problems of shared/not shared resources and the AI's power scaling with the number of players.
* However that completely removes the differences in specializations that the players may pursue. (And the upgrades were aiming at better distinguishing players.) Sad.
Duplicated production; differences in usage.
Similar to AIW1 multi-homeworld start, just cleaner. All the resources are completely and automatically duplicated: if one gathers knowledge, everybody gains all of it (actually multiplied by the number of players and evenly distributed); gathered metal is for everyone; etc. In exchange, all AI resources are multiplied by the number of players.
* Storage is separated: each player spends its own knowledge and metal; one can stack it for later and another can spend it as it comes. Same thing for fuel, I guess.
* Each player can shape its army for different tasks with its own knowledge, and the fleetwipe of one doesn't eat the metal of another.
* Planetary control (and AIP) is entirely shared: no matter who controls which planet and which harvester.
(I remember a coop game where each player wanted to increase its own territory, leading to a very high AIP and summed power.)
* However several resources can't be easily split, which may cause some incoherency: AIP and HaP are common; per-planet energy would be available for everyone but if someone built its turrets (improved with its own knowledge), less energy is available for others..
* That doesn't solve the "problem" of the AI scaling in power. If it's carefully done, all good, but it will still conduct to bigger games (more ship caps, more resources for both teams, etc).
Middle-ground: one faction, multiple "sub-commanders".
Similar to "one player, multiple helpers" but more mechanically supported.
* One homeworld.
* One pool per resource (metal, knowledge, etc).
* Upgrades drain from the common pool: if one wants to upgrade its ships, others must agree (but the game doesn't prevent people from being jerks and taking without asking).
* Fleetwipes drain the common metal pool.
* As many unit types and caps as for one player, but...
* ... units are controlled by players per type (example: "you play offensive and get the bombers, the fighters and the flagships; you play defensive and get the frigates, the riot starships and all the turrets; you play raids (micromanagement) and control raid starships and raptors; etc").
* Players dropping in and out is easy to manage: control of unit types can be changed in a dedicated UI window.
* The AI's power never scale: it is facing the power of a single "player". (Solves the multiple-homeworld balance problem.)
* No more player's roles (everybody is a "helper"); if champions get re-implemented, they can be enabled at start (like a MF) and given to a single helper/player.
(I have a personal preference for the first proposal: clean and easy)