New Game Idea: Chrysalis |
Wed, 27 April 2005 09:36 |
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PricklyPea | | Lieutenant | Messages: 534
Registered: February 2005 | |
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What do you think of a game where you start off normally, but at a certain point in time, your race mutates. You start the game by providing two race files and a time for the mutation to occur. You play normally until the time of mutation at which point your race changes into the second race (via EXE editing).
How would you design your races? What strategies would you use? When would you mutate?
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Re: New Game Idea: Chrysalis |
Wed, 11 May 2005 02:26 |
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Kotk wrote on Wed, 11 May 2005 08:37 | Last i checked 2% race is impossible to make without over 1000 leftover points. Even with 3% race you got to take junk investments like MA & every tech cheap to get rid of points. So your idea is probably more viable with 4% race.
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I disagree. All cheap techs has real value in this situation, unless you plan to max out one of the techs when still playing as the starter race. Here's a sample race:
IFE, OBRM, IS, RS
3-i, 3% pgr
1 for 700
facs: 15/5/25g
mines: 25/2/25
all techs cheap
- this is negative points for all PRTs. If I drop one of the techs to normal then you can take UR and still be positive for some, but not all PRTs. Assuming I make plenty of population as my starter race, then there no reason to go over 3%, and I'd argue that it is sound to choose 2% instead so you don't need to weaken any area.
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Re: New Game Idea: Chrysalis |
Thu, 12 May 2005 14:00 |
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"My point was that further growth is also important factor. Having constant pop is OK if you plan to have your initial 20 planet territory"...
While I tend to play more Kotk style looking for room to expand in end game, I know that hack and slash destruction is also a way to win. In other words turning your enemies into no-mans land of desolation faster than they can do that to you.
A 2% might have enough advantages to pull such off, I am not going to judge till after hearing/seeing results of a few such games.
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Re: New Game Idea: Chrysalis |
Thu, 12 May 2005 15:24 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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My normal end-game strategy is to simply bulldoze all enemy planets. I don't bother trying to take and develop the planets. At that point in the game it seems a bad risk/cost to benefit trade-off to reduce my production capacity in order to populate worlds that have generally been mined out already. Better to use LBU/Standard bombs and simply flatten the worlds as quickly as possible while maintaining my well developed production base. I may populate the world briefly just to pull what minerals there may be off of the surface and transport them to the nearest production center.
Unless, of course, I'm playing is a very large galaxy with few other races. In that case I'm in many ways still playing the mid-game even in the second century of play because there will still be green worlds that have not been essentially mined out and are worth taking the time/production hit to conquer and develop.
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