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Re: Game Concept: Larger Map with Less MM Sun, 02 February 2014 09:35 Go to previous messageGo to previous message
skoormit is currently offline skoormit

 
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Messages: 665
Registered: July 2008
Location: Alabama
Altruist wrote on Sun, 02 February 2014 05:38

I am not sure wether players have enough incentive to fight. Or that those who fight are not too much at a disadvantage in comparison to those who just research.
But perhaps this is your intention? Everybody builds up, researches to level 26 and THEN the alliances meet to fight a few battles before the game is over?

In this scenario it is very likely that the alliance with the most players will win, a restriction about size of alliances might fix this.


Good point. I don't think a 100-year turtlefest sounds very fun.

One option: 100 year jump start (or whatever length we think should get everyone to max tech). That changes race design quite a bit, and eliminates the tense early play where everyone is scrabbling to optimize growth. So maybe not the best option.

Another option: define some incentive that makes it wothwhile to attack.
Perhaps: For every HW you own (other than your starting HW), your planet cap increases by some number (maybe 5 - 10).

Or perhaps we redefine "own a planet" to mean "have an orbital." Therefore planets without an orbital do not count against your cap. Therefore you can keep gaining resources and minerals from more and more planets, but you can't build ships everywhere. I would not mind managing a lot of non-orbital planet queues. Those don't take much MM at all. Moving the minerals to the planets with orbitals requires some MM, but freighters with repeat orders makes that less of a headache. Also, such a rule adds a strategic element of deciding where to place your orbitals.



What we need's a few good taters.

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