"Game-Over Guns" I think those would feel very ham-handed to the player because it feels less like a normal consequence to "exposing your king" and more like a "the developer will point a gun at you if you do what he doesn't want you to do".
An excellent point. And agreed on the GTA approach to not punching people in front of the police station. And on not giving the Ark good guns.
A new mechanic that is ever present could be that in order to capture one planet, you have to be suppressing all AI network nodes on adjacent AI planets.
An option that put those in some places would be interesting, but if that was the everywhere default many folks would just quit from exhaustion after a few planets. Fighting multiple offensive battles at once is very tricky.
Could be, yes.
If you don't give me some turrets from the start, I'm unlikely to build any. And it makes them seem less critical than they should be.
To a certain extent, if a player doesn't do something because it's not immediately doable, they'll just keep losing until they quit or learn to use the tools available. You can't really win either game without turrets.
That said, We can give them Mk1 Needler Turrets to start, and they'll be motivated to unlock more to get turrets with longer-range and/or are good against defenses other than Armor.
I just want to avoid the situation in AIWC where we added a few things to the "Starting set" and then a few more, and then a few more, until they wound up starting with (nearly?) every turret type and (nearly?) every starship type and 10,000 knowledge.
Understood. I think that just giving them the needlers would work, though. They need enough of a taste to go "ooh, this is handy," versus it being a completely unknown thing. In AI War Classic we were essentially going "here's your starter kit," whereas here we want to be drug dealers giving "just a taste" of everything.
The per planet cap for turrets makes me iffy.
Again, it's worked in AIWC since 7.032 (nearly four years ago).
That's fair enough, but I'm mainly going based on what I see in this game at the moment. Some of the other changes around here have made the territory a bit different. Since we already have per-planet Energy here, having the cap increase by planet count held, but be distributable on any planet, seems both simpler to understand as a player (I see the cap on anything, and I can build it anywhere, universally for anything I see), and more consistent (not some strange exception for turrets; especially if the turrets category is being collapsed into one Defensive category).
We're establishing a pattern, so far, that extra ship cap can be gotten in a variety of different ways, but so far turrets are the only exception to the cap being usable anywhere you see feet (local resources permitting).
The difference is that they cost fuel (called energy in AIWC), where here they cost power. And actually they haven't even cost power for a while, because there was no motive to spend science upgrading something that was already bound by two separate per-planet resources. With the mark-level-upgrade simplification I could reintroduce the power cost, and each upgrade would simply increase their strength without increasing their power cost.
The hope with power was to avoid the player feeling that they couldn't build defenses without cutting into the size of their fleet. It also allows for per-planet customization because your tachyon coverage, shields, gravity generators, etc all cost power too.
I like the idea that these are costing power, but not an increasing amount per mark level given the mark level simp-lifiction coming. And I agree that per-planet customization is a good thing, and the converters to create power from other sources (fuel, metal) make that even more complex of a decision if you really want to create a choke point.
I just think we have little to lose here from a bit more flexibility (cap goes up by planet, can build anywhere, but costs power wherever they are built), and we lose some bad-type complexity (turrets are per-planet but nothing else is, cap-wise?), and planets should still be plenty diversified with a non-increasing mark level power cost for these.
Maybe we just need to drop power and fuel and go back to energy as a single resource (we could keep calling it fuel). I'll miss the "power as a tachyon/gravity/etc shared budget" effect, but oh well.
I really really don't think that is the case, but I suppose we'll see. I think that the above system would have a high chance of working out well.
Either way, we could make Ark-on-AI-planet cause AIP, but I'm thinking that it's better that the player only receive a temporary penalty (the AI sending tons of ships) that will kill the player quickly if it's going to kill them at all, rather than a permanent penalty that probably won't kill them soon (unless they really overdo it) but has a good chance of ruining their chance of winning long-term.
But it is true that if there's any one way we can get players to stop doing something, it's to assign an AIP cost to that thing. Unless it's warheads, of course, in which case players laugh at the cost (mostly; I think I can count the number of intentional nukes in serious play on one hand).
Permanent costs seem okay to me, but having things be time-based is something that I don't care for if it has a permanent cost. Something that is time-based but which has increasing intensity (ala dealing with Super Terminals in Classic) was great, because it was "how long can you hold out while doing this." Something that has a more permanent cost but that is also time-based seems negative to me.
The only way I'd be all that happy with it is having something like a small AIP cost every time your Ark enters an AI world; something like +1 AIP just for entering an AI planet, but then you can stay there with it as long as you like. Send the Ark out of that planet and come back with the Ark, though, and it's another +1 AIP. Then the costs are discrete and understandable.
The game over guns don't have to be one-shot kills. They could hurt enough that the Ark has a lifespan and the player either needs to silence them or bug out. It should be slow enough that the player has time to think and try things out, but fast enough that their Ark shouldn't just facetank every planet (again, bomber raids to silence the big guns, maybe the Ark could have survived against them but not if the warden/hunter fleet had shown up). Otherwise the Ark could have no guns and enough armor to ignore most attacks (so the attackers ignore it anyway unless it is the only target).
Yeah, that would certainly improve the concept.
What about doing picture-in-picture to monitor the second planet and swap quickly? Probably would be a clunky solution.
It would be a really really big overhaul under the hood to show more than one planet at a time in terms of true visuals. We could show a tactical map of some variety of what's happening elsewhere, but not a true view very easily.
I know it would be nice to be able to have an offensive use of the Ark, but for now I think it's going to have to just be the king unit and the unit that does the hacking (which is an offensive use of sorts). Maybe post-1.0 we can add late-game ways to upgrade your Ark into a main combatant, and then a kick-down-the-door combatant, etc. But in AIWC the King didn't need to be an offensive asset, and it doesn't need to be one here.
The "sensor game" would just be the basic "stay off the AI's planets". And perhaps it can also do a much-reduced version of the dump-to-hunters effect if your Ark is on a non-friendly (but non-AI) planet. One side-effect of this is that if the AI ever destroys the controller on your Ark's current planet, you'll start getting dogpiled by the hunters to turn a probable-loss into a quick-loss.
I agree with this.
We could also have nearby friendlies take the damage that would have gone to the flagship, kind of like an inverted shield, but I figured the targeting logic would achieve a similar effect with way less cpu resources.
I like that, too. You could base it on the control group (ha!) rather than proximity, potentially. That would be interesting. Have to be on the same planet and in the same control group, and beyond that the damage spread is random. Then targeting doesn't have to be cheesed.
Increasing Flagship HP is probably a good idea, though. I think the Golems are ok, and the Ark probably needs to lose HP instead of gain it.
I like these things. I should feel afraid for my Ark, and powerful with my flagships.
But point taken on it not interfering with turrets. I do think we need to reverse on the "make offensive fleet and turrets use separate different population-cap mechanics", i.e. make turrets cost fuel. I don't think we want a fuel-shortage to disable turrets but the implicit inability to replace losses would serve a similar purpose.
I'd like to keep Power for non-weapon per-planet stuff like shields and tachyons, but we'll see.
I still have to say that I really like the separation of fuel and power. I see the point of the other approach as well, and I could see it working, so I'm not married to the current idea.
But one of the things that was present in AIWC, that is not here, is the scattered things-to-defend all over your planets. What if little "power collectors" were in various fixed locations on the planet? Right now there are metal gather spots, but it's only like one per planet. Having power collectors that would cause outages on the planet to all those defensive units would be great. That way you have some choices at a planet:
1. Build up expensive metal or fuel to power converters to get some buffer power.
2. Just don't use at least one collector's worth of power in order to avoid losing your turrets and other defenses.
3. Protect those collectors very well, either by having point defenses or a very strong perimeter, and hope for the best.
We could make this more fair by having "rolling blackouts" of turrets and other forces based on how much of a power shortage there is. Aka, don't completely disable turrets and shields, but have them potentially shut off some of them at random for 5-10 seconds, and then those pop back on and others pop off. The ones that turn off are completely random and it just keeps turning them off until there's enough power to run whatever is left. So you have turrets still active, but with a lot of chaos going on, increasing in intensity as more power generators are lost.
Or all the turrets just fire more slowly based on the percent shortage of power, or something like that.
The game over guns don't have to be one-shot kills. They could hurt enough that the Ark has a lifespan and the player either needs to silence them or bug out. It should be slow enough that the player has time to think and try things out, but fast enough that their Ark shouldn't just facetank every planet
With that list of caveats we've already got those: Sniper Turrets and Sniper Guardians. If we make the Ark's defense type Structure instead of Armor it will take 4x damage from snipers. And then its HP could be tuned as needed.
Ooh, then Ark should definitely be Structure. That makes perfect sense anyhow.
I would consider making Sniper Guardians much more rare. It feels like many/most planets have them, and they contribute significantly to the inability of smaller human fleets to wear down a planet. In AIWC you could tackle a strong planet piecemeal more efficiently. Perhaps this is contributing to the feeling that you need to fleetball.
Going along with the above train of thought, what if we didn't make them any more rare at all, but we made them a lot less effective against non-structure, non-turret stuff? So basically these things will WRECK your own planets if they get there, and do so from far range as well, but on AI planets they aren't that big a deal to the human fleet?