| Description | (I wasn't sure where this should go, so I put it both on the forum at this link http://www.arcengames.com/forums/index.php/topic,7787.0.html [^] , as well as here. Feel free to delete the less relevant post?)
Right now the game is very static, the player advances slowly and captures or neuters planets, and the AI responds by sending back ever-increasing waves. An AI plot could be that the AI type is considered "aggressive," and that it will actively send colony ships (with escorts) to recolonize planets, and will then (slowly) rebuild planets by spending reinforcement points to rebuild guard posts, forcefields,or tech up the planet (doing any of these things would cost massive amounts of reinforcement points). Planets would generally start out at a lower tech level, and would upgrade at great cost over the course of the game to go with this.
This would change the logic for some waves, and would add additional waves against unclaimed planets - a wave comes in, targets the command station, and clears the planet, then takes up guard positions while a colony ship is sent in. Successful deployment of an AI colony ship reduces AI progress by 15, and successful rebuilding of any AI progress increasing structure reduces AIP by that amount (think of it as the AI spending its resources to rebuild key structures rather than sending them in waves). Once a planet is recolonized/rebuilt, the excess guards on that planet would form a CPA and continue on. Assuming auto-AIP is on, the actual cost would simply be the time taken to make advances without making any actual progress if the AI manages to get its position back. Maybe the cost to rebuild could be 4/5th the cost to destroy to make it more costly to keep destroying a planet over and over? So a rebuilt warpgate would lower AIP by 4 instead of 5, so there's still a net increase in AIP.
This would change the game into something more dynamic and give a bit more leeway to expansion and having a more fluid push and pull kind of game. I'm thinking this would go well with the new shield generators on larger maps, because the shield generators could be way out of the way, but you'll be able to approach the problem of dealing with them in a more dynamic sense (rather than the current static sense of every planet you take being an absolute choice) without having to worry so much about the extraneous planets you've had to take, and the cost would be primarily in the amount of time you've had to spend taking them. |