G'day,
Firstly, I'd like to say that I really appreciate the effort that has gone into the Galactic War. I especially would like to thank ZeP for his efforts in making this project come to life.
Also, I appreciate that we might still be in the bug fixing stage. So additions and balance changes may not be implemented or considered at this time. However, I would still like to table these ideas for discussion - with a view to implementation at a later date.
Auto-Recall and Gameplay.
Essentially, I think that Auto-recall is too cheap for what it actually does. Especially considering that it's equivalent cost in reinforcements would not even pay for two T3 Bots. Meaning that the use of reinforcements exclusively for character assassination is no longer viable. Considering the likelihood that no senior commander will be entering combat without an auto-recall.
The combination of heavy reinforcements, high skill, and auto-recall - means that many high ranking commanders are basically "untouchable". Because they are difficult to kill, and killing them bears nothing more than the 500cr spend on the auto-recall.
I would propose to remedy this situation by:
1. Increasing the cost of auto-recall;
2. Creating a mechanism which limits to how often it can be used;
3. Creating gameplay elements which are able to prevent it from being used.
Suggested New Gameplay Elements.
I would recommend that additional planetary defence structures be introduced. Which are outside of the standard in-game building schematics - and have impacts on both gameplay and the meta-game. These structures would actually appear in the game, and destroying them would disable their special in-game features.
Level 1 Interceptor Satellite Control Tower.
An orbital satellite intercepts reinforcement transports. Prevents reinforcements from being called into the battlefield.
Level 2 Aerial Interceptor Satellite Control Tower.
This satellite not only intercepts reinforcement transports - but it will effectively prevent the construction of any air units. It will force the attackers to assault the planet without the use of air units (until it is destroyed).
Level 1 Auto Recall Jamming Array.
Just as the Seraphim used in Operation Meltdown to kill Elite Commander Dostya. This array will prevent enemy commanders from using their auto recall (unless it is destroyed in-game). It will not prevent standard recall.
Level 2 Recall Jamming Array.
This array is much more powerful. It will prevent attackers from using any recall or auto-recall until it is destroyed in-game.
Level 1 Planetary Stealth Generator.
This structure will conceal the planetary defences located on this planet, on the Galactic Map. It has no in-game functionality.
Level 1 Depot.
Increases the credit generation rate for all commanders. Has no in-game functionality (but will appear as a Civilian structure). There is a limit of one Depot per planet.
Level 1 Quantum Gate Network Hub.
Exerts planetary control influence over any planet within three degrees of separation. Influence reduces with increased degrees of separation. Has no in-game functionality.
Level 2 Major Quantum Gate Network Hub.
Exerts a planetary control influence over any planet within six degrees of separation. Has a positive influence within 3 degrees of separation (i.e. it will increase friendly control over time). Has no in-game functionality.
Level 1 Staging Area.
Renders the planet immune to enemy influence. Has no in-game functionality.
Level 3 Hyper-gate.
Allows an attack to occur directly on any planet within 12 degrees of separation (at greatly increased cost). Has no in-game functionality. It cannot be stealthed on the Galactic Map and cannot be activated for 48hrs after construction.
Level 3 Quantum Network Game Ender.
Aka. Black Sun. It will devastate a planet within 6 degrees of separation (requires activation cost to fire). Destroying all planetary defences and rendering the planet entirely neutral. Has no in-game functionality. It cannot be stealthed on the Galactic Map and cannot be activated for 48hrs after construction.