Hey Keith. Mind doing another exo wave cost and strength value cost and/or telling me how to get the game to dump it and/or add a way for the game to dump it?
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Anyways, I have been wondering about these "spawner" units, and I think I realized something. Due to the nature of spawner units (Spire blade spawners and Tackle Drone Launchers), their net "utility" goes up faster than linear over the number of spawners. This means that the AI paying the properly scaled costs due to their low ship cap, especially past normal cap, still isn't enough; it would still be giving the AI too much and making it pay to little as they get over cap, as each additional "spawner" over cap gives even more return for their cost.
Maybe do something like what was done for the Zombard, increase the "cost" of spawner units for the AI? Yea, that won't fix it truly, as that point where they get increasingly "more bang for their buck" would still happen (it will always happen eventually so long as their count isn't capped AND their cost is constant), but it may delay it to the point where you have a chance to reasonably fight it in the early to mid game if the AI decides to "specialize" lots of planets to use them.
And finally, AIP plays into this. I would vote for making the "base" AI strength stronger (aka, the AI puts up more of a fight at low AIPs), but doesn't grow quite at strong as fast as AIP goes up (both the linear of <=8 and the exponential of >8). This should hopefully encourage people to be more willing to take stuff (both because they won't be punished for it quite so hard and because if they stay with low planet strats they will now be further behind due to the base strength increase)
However, the topic of AIP is big enough for its own forum post. (that is this thread)