This game mode is basically endless skirmish matches one by one, the player would face a more and more powerful cheating AI, but if the player fails a match, the difficulty would be reduced. The first opponent the player face would have the 0.5x of the normal resource income(or build speed or unit hp or something else), if the player win, the next opponent would have the 1x resource income, if he win again, then the next one would be 1.5x, and so forth. But if the player lose to the 1x income opponent, the next opponent would have the 0.75x income, if he beat the 0.75x one, he would face the 1x one again, if he lose to the 0.75x one, he would face the 0.625x one, and so forth.
Re: Idea: infinity challenge mode The problem I have with something as you describe is the time investment, matches can drag on, especially as the AI's 'skills' start to match up with your own. and really just isn't any different from playing skirmish normally and adjusting the AI until you find a good balance between challenge and fun. Mike
Re: Idea: infinity challenge mode It's optional; if you don't like long matches, you won't play it I guess? You'll just opt for a normal game then? I love long matches (literally weeks worth of hours, I hope ), but I don't know how I'll feel about a brutal AI like this. Although it seems to start out easy, so I'll probably give it a try, were it to be implemented. One thing I do like is adjusting difficulty from in game - maybe that's something to think of too?
Re: Idea: infinity challenge mode Yeah, it would be a bit like Achilles and the Tortoise in the end, but the most players won't try to ajust the AI this way unless there is something attract them to do so, and it would be interesting to see some people try to break the highest record.
Re: Idea: infinity challenge mode As long as the options aren't hidden I don't see why they wouldn't try playing aroudn with them, especially if they got reverse CompStomped... Mike
Re: Idea: infinity challenge mode Imagine there isn't levels in tetris, just a speed ajustment option, I guess the players would have less drive to play it.
Yes, but the speed in tetris advances during one game session, what you suggesting takes place across multiple sessions, withe difficulty change only happening between sessions. Those a different situations. Mike
There is no reason why it works in one session but can't works in multiple sessions, imagine tetris always let you start from scratch, it might be less fun but the drive would still be there. There is another example——warning forever, you can think each boss battle in it is a session(edit: I forgot it use time as a continuous element), and the advancing is endless. Maybe we can take some ideas from it to make this mode more interesting, like if the player kills too many constructors of the AI, then in the next match, AI's constructors would have more hp.
I dont get it fully. Do you stay on the same planet or do you get sent to another planet? Do you start from scratch or do you keep some units when you go against the next AI? Will the next AI be building while you beat the current one? Say that you choose some units that follow you to the next planet, will the AI already have a base by then?
My idea was start from scratch, and the player can't stack advantages or disadvantages, that's why OrangeKnight said it is multiple sessions and it is different to tetris, it lacks continuous elements. I think with only one session, and allow the player to keep some units, it could works too, but there should be some limit so the player can't use those units to rush the opponent.