Re: SE4 Advanced brainstorming
Well, if it is just in the datafiles it probably isn't a bug per se.
Intel and mines are the biggest issues, IMO. Too much of an "all-or-nothing" system there.
For mines, I suggest removing minesweepers completely, and then limiting mines to 15 per sector and enough damage per mine to deal no more than 5% damage to a ship.
That way, minefields have to be spread around in a system, along common paths, and in rings around high value locations, rather than just piling them all up on warppoints and colonies.
The mines won't vaporize fleets, but they are guaranteed to at least do some damage and slow the enemy down when they're in your territory.
Intel...
Definitely have a "saboteurs" tech area which is disableable in the game setup. All offensive projects should require this tech, which starts at max level.
Then turning off damaging intel is one click away for the game masters who don't want it.
Sticking with just spying operations makes intel less overwhelming, but still useful.
Counter intel will also need to be reworked, eliminated or converted to "intel sabotage" projects so that you can't just make a magic wall against spies.
Having helpful intel projects to use on your friends is also a nice idea. For example:
- Officer Exchange Program: INCREASES the target ship's experience by +1%
- Polluter sabotage: INCREASES the target planet's conditions rating by a small amount.
Increasing the target's happiness is a good one too. Propaganda project maybe?
There aren't too many intel projects which actually work in reverse. Supply drain for example can't be negative, unfortunately.
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