(Meant to do a post on the overall balance approach next, but someone else prompted me to think about Salvage and the ideas attacked...)
Salvage/Reprisal in Classic was aimed at one main goal: keeping the momentum going. Put more precisely, the point is to avoid periods of the game where all three of the below are true:
- The player is unable to effectively attack.
- The player is relatively safe.
- These are both true for a long time.
Typically this happened when the player fleetwiped:
- Having no fleet, the player could not put together enough mobile force to take a serious objective.
- Having lost zero defenses, the player could generally still weather any storms from the AI.
- Due to the cost of a full fleet, the refleeting process took a long time.
So I added a mechanic where the player losing ships on AI planets gave the AI "metal" (not really, but kinda) to launch reprisal waves that had to attack the player (couldn't wait like other threat), and the AI losing ships on player planets gave the player Metal. Kind of a ping-pong match, in theory, as a better alternative to staring at the table (or Netflix) for an hour.
And in practice it worked for some and not for others. In general it was a collection of gamey rules aimed at a particular result, rather than an element of the setting with intuitive consequences that help keep things moving.
So for the sequel here's what I'd like to do instead.
The Plan
1) When any unit dies, it leaves some kind of visible debris.
2) When you have an Ark, Flagship, or Controller (command station) on a planet with debris, it hoovers them up (infinite range, but starting with closest); resulting in the debris disappearing and you gaining metal.
3) Similarly, if the AI has a Controller or Usurper (the unit it uses to reconquer planets) or something like that on a planet with debris, it hoovers them up; giving the AI points to put towards one or more strength budgets. Probably the "Reconquest" budget so it will be used offensively, but not necessarily immediately thrown against your wall.
The Goal
When a side wins a battle, they gain momentum to press the opponent. That way, no matter who won, somebody has the momentum and things don't have to just sit still for a long time.
The Caveats
The AI being able to gain momentum from killing stuff in your territory is a balance challenge.
- But I think together we're up to it.
Uncollected debris may need to disappear at some point (time, or sheer count of debris objects on the planet) to avoid performance problems.
- But I'm not sure about that. It can be tracked as a very different sort of thing than ships so that it basically only increases cpu time when being drawn (and our graphics engine can handle scads of totally inert objects) or when a hoover-er is on the planet looking for some (which means the amount is actively being reduced already).
"Remains" and the "Remains Rebuilding" function of Ark/Flagship/Controllers are still there, and your units will always rebuild rather than hoover your own rebuildable debris (so turrets, not ships), but if the AI has hoovered the actual debris it will cost more to rebuild the turret/whatever.
Some units like your Flagships are already designed to actually start as dead units that you repair into useful condition, and if they "die" they just go back to that state so you can lose them temporarily but still have a chance to rescue them. These units will not drop debris or be otherwise impacted by this mechanic.
I'm not sure if there will be any difference in the rate-of-hoovering between the Ark, Flagship, and Controller. My inclination is to have the Ark be somewhat faster than a Flagship, and a Flagship somewhat faster than a Controller. I like people having motives to involve the less-expendable (or completely non-expendable) units. But it would need to be balanced to avoid the feel that you're gimped if your Ark isn't there.
- This wouldn't be as bad since you'd generally be able to collect all the debris eventually either way (as opposed to just losing out on it in Classic), unless the AI was had a collector there to compete with you for it.
I don't think I'd have multiple collector units on a planet "stack" in gathering the debris faster, so as to not always motivate you to have all your flagships (and even the Ark) all on one planet during a big battle.
The amount of metal salvaged would not be the full price of the ship, for obvious thematic and balance reasons. But this "efficiency" would not vary based on what you used to collect it.
Further Opportunities
I think we could bring back the Parasite/Reclamation mechanic by building on top of this, specifically:
- have "parasite" ships tag their targets with "reclamation damage", as before
- but when the ship dies with enough reclamation damage to reclaim it, it doesn't respawn on your side as in classic; instead it becomes debris like normal but with a "can be reclaimed by the owner" flag on it
- and if you salvage that debris, instead of getting the metal it respawns the unit there for you to use. If you don't have the available ship cap for them you just get the metal like normal.
This is easier to balance because there's a limit on how _fast_ you can actually spawn those reclaimed ships, you have to have a collector present, and there's a tradeoff (you don't get the metal).
Other reclamation-like mechanics from classic could also piggy-back on this:
- The Botnet's Zombie-reclamation
- The Saboteur's "hulk explosion" effect
- The Reprocessor's effect could just increase the efficiency of the eventual salvage
Thoughts?