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Are you still interested in suggestions for alternate victory conditions? |
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Absolutely! We probably won't be getting to any of those anytime soon, but it's good to log them. We're full up with work on some other things, but having a nice selection of things to choose from later on when we get time to work on something like this would certainly speed up the process. |
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On victory thing. I was recently thinking that fighting multiple AIs could be reworked a bit. Currently the trend is to take out guard posts on all AIs homeworlds, then launch a series of finishers strikes while the AIs are distracted by the going-rogue others AIs.
I'd suggest every Dire Guard Post adding AIP instead of the AI overseer adding a massive AIP increase. Maybe have the possibility of the defeated AI just ceasing to function rather than attacking other AIs (and making things chaotic). I'd like if the end-game was more of a series of boss challenges, rather than the series of 'going for the throats' assassinations it currently is. |
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Interestingly I did have that in the past, to mimic in a way the AIP floor increase of Classic Core Guard Posts, but removed it for...some reason.
Now that AI Homeworlds are identical in their Post count, that's a fairly interesting change. |
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Here's a google document with a couple of suggestions: https://docs.google.com/document/d/1KH5aK-KzXivDJpWGO_hc-cItEpAYU7-2AquweRYtKGg/edit?usp=sharing |
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