I started this thread for people to comment on and make suggestions for the upcomming “Campaign” update for GSB. Please have at it, and here are my first suggestions/observations/comments:
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Selecting suitable user-generated fleets.
I have a thought that you should separate “campaign” fleets from “challenge” fleets. -
I haven’t been playing long enough to know, but I presume that a spammy/speciality fleet can be defeated by a rock-paper-scissors fleet. A fleet that counters that spam/speciality. If this assumption is in error and there is a specialty fleet that beats any other fleet, then everyone would build that fleet (which would counter itself, roll of the dice who wins). Please tell me if this is not true.
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Production in the campaign mode should be limited, forcing more general fleets because frequent attacks would force the fleet at that planet to deal with a wide variety of strategies.
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Fighters cannot travel the star lanes except in the hold of a cruiser or frigate. Carriers become a real part of the battle.
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And the kicker - I think all the fleets should be human design, campaign fleets (there are several keys that make this work).
a) Fleets have a time index in the number of moves made, and the amount of production. So if this is the first fleet I send against an enemy planet and it wins (and maybe if it loses) it gets uploaded with time index (or move index) 1. And the number of turns of production. There would have to be a small collection of fleets with move index 2 production 1 to start the campaign launch but they would be quickly replaced by real player moves. If the computer is attacking the defending (player) fleet is uploaded as a “campaign” fleet (defending). If the player is attacking his fleet is uploaded. Win or lose always uploaded.
b) The fleets attacking me and defending other planets all have the same time index and production index as I do. The fleets come from campaign games of other players who are at least one turn ahead of me.
c) A small narrative explaining the first few moves of the campaign.
Planet A (mine) -> Planet B (enemy) -> Planet C (enemy)
Turn 1 - with X production I assign the starting starport to build a frigate with fighter hold.
Turn 2 - I build 3 squads of rocket fighters (one fits in the frigate’s hold).
Turn 3 - I make a frigate with lasers and launch my carrier frigate at planet B.
Turn 4 - Battle - The defending fleet has a production index 3 and a move index 1, and is another players fleet (whatever he made). Lets say three laser frigates, of which, I kill one, and lose my fleet. I build a laser frigate.
Turn 5 - Battle - the computer attacked with the two remaining cruisers. We win barely. I build a carrier frigate. The computer moves his 4 production from planet C to planet B. Planet B now has 5 production points (If I attack it on turn six I have 1 carrier frigate (which can hold one of my remaining two squads of fighters) and 1 laser frigate, the computer on the other hand has the equivalent of 5 laser frigates)
The same way I move fleets around the computer moves production around. And pulls matching player fleets to attack & defend. If it can’t find a big enough fleet it combines campaign fleets (best fit/biggest ship algorithm).
So the computer never has a fleet anywhere, it just has the amount of production at any given planet. It pulls from the fleets attacking, to attack, adding in multiple fleets if it needs to match a bigger production than any one players has yet moved at that move index. Same thing for defending fleets (these are pulled from player defending fleets, because they could have more fighters than carriers are capable of carrying, due to the starport being a giant hanger bay).
OK, I can see this idea is still green but I think it has some merit? What do you all think?
Edit: I updated the text to make my thoughts more clear… please respond, if you have a thought.