suggestions and discussion on whether the player should be able to ignore the Sigix.
Well, from a lore standpoint can you really afford to ignore a superior enemy? What are the realistic alternatives to confronting them?
Not that it's too important--you can find ways to explain almost anything so it instead really comes down to what options should be available to the player and how reasonable it is to offer these in terms of implementation (and how well they fit into the overall theme and functionality).
That's what I'm getting at.
The lore says "no way - not only are the Sigix a superior enemy, you have a
literal programmed imperative to go deal with them". However, the mechanics say "do you want to stop players who want to use the game as a programming playground / just enjoy being a robot god, and how exactly would you implement that if you do?" MAIN.C makes a strategic decision to build fake cities and attract Sigix attention when he's ready, and the player likewise gets to choose when they're ready - which means they may well just never do so (and may even deliberately build only deep underground to prevent Sigix exploration from Earth from discovering them
). It would be rather unreasonable to say "you have to be ready for the Sigix by time X or you get crushed", and that's really the only way to take that choice from the player.
Moreover, I don't think taking that choice from the player suits the mechanical theme of
player-driven complexity. The game is about crafting an ecosystem to be your empire, about a mind built to have
power along with autonomy; merely surviving in the standard mode should not be roguelike hard (though
optional non-default modes may rightly be so, as with KeeperRL's Endless Mode). There are plenty of mechanically appropriate ways to provide
incentives and
hints encouraging players to take on the Sigix - technologies you know
exist from records of the Solar War but can't research without Alien Artifacts (likely including the only ways to get more matter onto Tau Ceti IV), an in-game list of the objectives Zhirov programmed in, Derelicts only going so far in providing technologies and challenges - but these encouragements
do allow players to ignore them unless they play for so long that they successfully run out of planet. XD
Unfortunately, I think this closes off all the names alluding to MAIN.C's purpose that would otherwise work, including sticky ones like "Project Seraph".
That said, since this is a prequel, and even in Cogmind's time they haven't actually shown up again yet, it's true you can essentially ignore them for the purposes of the game's timeline and consider the primary enemies to be derelict/other factions already on Tau Ceti IV. Not to mention the ability to add even more as necessary because there are plenty of possibilities and spaces that aren't explored within the world as I built it--a bunch of intentional holes to fill, if you will
MAIN.C could have overcome previous challengers and situations that we don't know much about. Actually this kind of stuff is hinted at in the game as well;)
Oh good, places to insert things for game balance and progression.
Derelicts themselves are quite flexible in that regard - they can range from a smattering of noncombatants enclosed in a frequently-harvested "terrarium" within a player's Complex to enemy communities on Warlord's scale and beyond.
Aaaaagh all this is making me want to do Cogmind 2 / 3 / 4... xD
That means you created an interesting story and mechanics. XD
Back to the Sigix though, one of the things you'll often want/need in a good game are increasing challenges for the player at various stages, and the Sigix could easily represent one of the later such challenges.
They do fit in neatly as a late-game challenge, just better on a player-driven progression. For example, one of the incentives to create and fight Derelicts (or other enemies) is to harvest parts from them that use technologies
the player doesn't yet have, so players who are more confident in their skills will prefer to take on enemies that have a bigger technological edge over them (and in so doing progress faster). Players should see that the Sigix have
quite the technological edge over them from all those locked technologies, and decide what level of numerical superiority to prepare in advance accordingly.