I would guess that there was a research investment and ship trade offs in securing the means to obtain the ability to produce in the field. Neinzul units to have a true impact really needed at least 2 different types and that meant that hacking was necessary to secure that second ship and/or the player did a two homeworld game which is its own can of worms.
Both fireflies and railpods could be used by themselves to great effect, but sure.
I would say that the K trade off resulted in a weaken of the player in other ways. The K had to come at the cost of something else. A player may get less turrets, less starships, etc. Inevitably it put a sort of onus on the player to ensure they are using that mobile production because the player would be in a static game at a comparative disadvantage.
True.
I think your "healer" analogy is very helpful. Ultimately in AIWC if you figured out how to use a "healer" (mobile rebuilding) and a "tank" (mobile forcefields), your main fleet's overall ability to do its
real job ("dps") was massively magnified. Not because it did more damage, but because it could actually survive to do that damage.
Players who never figured that out just went out with a bunch of dps classes and were at a serious disadvantage. They were still able to win, due to balance, but the players who could exploit other "classes" did much better.
So with AIWC I wanted to make sure that you had ready access to those massively-important tactics, so that we could balance one game instead of balancing both for "players who know the key combos" and "players who try to do a 5-man dungeon with 5 mages" (in MMO terms).
The end result was that ultimately "tanking" is just OP, and was cut with the departure of shields. And if one looks at equivalents in modern naval combat and the more rigorous sci-fi analogues, it does make sense that "a ship that can redirect all incoming damage against an entire fleet to itself" would be massively OP.
In AIWC tanking is still OP, it's just usually only available to players with one particular bonus type (shield bearers) or who are playing Spire.
But is it good to have those kinds of OP tactics kind of off to the side? For AIWC, yes, it's reasonable. Sure, some players will take Shield Bearers, Riot Starships, Protector Starships, and Enclave Starships and will just run away with things (because the game has to be balanced to allow players not doing all those things to still win). But it's fun.
My hope here was to have a game without that degree of balance-outlier. Either the tactic is balanced enough to be mainstream-ish, or it needs to not be available outside a Fallen-Spire-type option. Does that make sense?
My hope with the "healer" role is to maintain the user-convenience of it, while bringing it within reasonable levels of balance.
I take your point about the AI not having good ways of dealing with healers. It can be taught to assassinate flagships if it has the local firepower to do so. That's less of a murder-sentence than it would be in AIWC due to the lack of infinite-range weaopns. But we'll see if that kind of kill-the-healer tactic turns out to be desirable.
Your suggestion of having production on enemy worlds cost more is I think the best solution given time constraints.
/Yea, we may try something like that soon. Where your metal costs are multiplied by X+1 where X is the number of hops back to your nearest planet. So rather than deep-striking being a binary proposition it just gets progressively more difficult to support logistically.
Alternatively the metal costs could be kept the same and the build-rates could be divided by X+1 or something like that. So it wouldn't ruin your metal stockpile, but eventually your healers just wouldn't have enough throughput to help enough.
And we could have techs that allow you to reduce that penalty (or penalties), so we get back closer to AIWC's model of "you can have really good healers, it just costs K". Since those "stats" would be computed on the planet instead of on the ships we wouldn't need to massively complicate the math. Though having techs that don't unlock actual ships is a hurdle we'd just need to jump for that one (not too bad, if it solves a problem like this).
Part of this is a hold over from AIW 1, where starships compartively had smaller dps in exchange for a much larger health pool. So if I see starships dying relatively quickly my first knee jerk reaction is that they just be weak altogether. It seems in AIW 2 they are more dps focused compared to 1 so I have to remember that their deaths are more inevitable. This is some mental retooling I have to do.
Well, I don't want starships being flimsy here. Except for the ones that are really supposed to be kept out of enemy range (Siege and Sniper). So it may be that I just need to make starships have a higher balance baseline than fleet ships, and put most of that increase into hp instead of dps. That's what I did turrets recently.
So it might be something like:
1) Turrets: balanced at 5x the normal amount of "strength" (baseline balance points) per unit of Science, but immobile.
2) Starships: balanced at 3x, mobile, but cannot be replaced in the field.
1) Fleet ships: balanced at 1x, mobile, and can be easily replaced in the field (if you aren't too far from home without the tech for it).
I decided to throw up some data points compared to AIW 1 (7/7) in terms of speed:
Time to make a cap of fighters, bombers, and frigates: 5 minutes with me adding 10 engineers.
I ran a similar test in AIW2 a moment ago, and my fighter/bomber/corvette fleet was ready to go out the wormhole at 1m 10s. Not surprising, given the streamlining there.
Enemy ships on first MK I planet: 20. 3 turrets, this possibly included special forces.
Popped command center and massed on a second planet by 9:00.
Much more resistance in my case, of course (though I plan to halve mk1/2 planet turrets for next version), and I had cleaned the planet of all resistance by about 10m 30s. Much longer than it took you due to your longer build-time, but not 20 minutes or something like that.
The AI units didn't really aggro against me at all until I got close, due to the low strength of the no-starship fleet.
Second MK I planet: 22 ships. Half did not aggro at the start. Was able to pop the world within 12 minutes. First wave warning at 10 minutes.
I researched 4 mkI starships using my starting science before attacking the second one; that started around the 11m30s to 12m mark, and was done by the 16m mark. The AI did generally aggro after me there because I had so much more strength than they did.
I didn't get fancy, except to pull my missile corvettes out of the way so the enemy plasma guardians didn't get in range on the first planet (none of those on the second planet, thankfully), to avoid a cap-wipe of those.
Oh, I did get a little fancy on the second planet by dropping 10 squads of needler turrets between my fleet's initial position and the first chunk of AI fleet ships that came after me. I don't know how much that helped, but I'm sure it reduced the number of enemy bombers that got within range of my fleet.
Anyway, I think we're in range of finding a reasonable middle-ground on the issue of the first few attacks. I think AIWC's first-neighbor planets were so weak that it was more of an interface chore than a real challenge to take them, so I was going for something a bit less tame.