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Re: "Gamey" tactics like "Rock, none" races
Rock/None is no advantage. It is not gamey. It is not cheating by any definition. It has advantages and disadvantages over other choices. It depends on your play style. Do you like lot's of little planets spread around, or a few huge ones? Are you a player that prefers a more centralized or a more diffuse empire?
When I lose a game, which I do quite often, rather than look for some reason why the other guy was cheating to explain my loss I try to learn from his tactic and devise a counter to it. Since I have been on this forum the following have tried to claim the "Uber-tactic" crown. Gas Giant Races Fighter Races Berzerker Culture Races Phased Polaron Races Religios Races I have played a lot of games. I have lost to players using all these tactics, and I have won games agaisnt players usign all these tactics. Three words. Rock, Paper, Sizzors. Geoschmo |
Re: "Gamey" tactics like "Rock, none" races
Whereas I agree that there is no Ultimate Unbeatable Race Style, you have to admit that a warrior/bezerker religious race weilding PPBs (midgame) and APBs (late game) is more likely to win than an Artist/Gas Giant race that refuses to use those weapons...
I'm not saying the poor Artisans have no chance, but if you had to bet, I'd put my money on the bloodthirsty religious zealots. Fortunately, teaming up with all your neighbors to defeat a power-hungry despot remains as the ultimate balancing factor... -spoon |
Re: "Gamey" tactics like "Rock, none" races
One tactic I have seen used / abused works like this:
Choose Ancient Race. Claim the entire Galaxy. Trade your claim of empty systems that you will never use because they are far, far away to naive computer races for home planets. Watch your score climb like a rocket. Make trade-savvy races surrender because your score is so much higher than theirs. Enjoy unbeatable advantage over other human players. This tactic is so unbalancing, we have actually outlawed ancient races and surrender in some of our games. This is only a problem because the computer players were willing to make these ridiculous trades. Oh well, you can't have everything. |
Re: "Gamey" tactics like "Rock, none" races
I don't think I've ever played in a PBW game with computer players.
I did see a player once take advantage of a another guy who missed a turn by geting the AI to trade him some his planets and grab his population. It was 'clever', but not the way the game should be played IMO, and I haven't played with the guy since. I agree with Geo that none of these things are unbeatable. Especially planet/atmosphere combos. Talisman can be real tough, but they tend to attract anti-religious coalitions pretty quick. Having a good starting position always seems more important to me. I.e. room to expand, some good planets, a weak neighbour with different colonization/atmosphere breathers. |
Re: "Gamey" tactics like "Rock, none" races
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Definitely "gamey", though...</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I think it's so obviously senseless, that it counts as a bug. There is no reasonable explanation why moons should multiply the training rate. At best, it's an "idiotic design exploit", but I think it's actually kinder to call it a bug. I guess it's a good thing to discuss in the game introduction so players know whether it's not allowed, or if they should go hunting for moons... http://forum.shrapnelgames.com/image...s/rolleyes.gif As for the talisman, it's a massive advantage, only balanced if the other players in the game realize it and organize to prevent it from ruling the quadrant before it's too late. I would agree that the cultures and traits are not all well balanced in terms of cost, although this can be corrected in a mod (e.g., Proportions). Has no one made a mod that corrects this balance problem for the standard set? PvK |
Re: "Gamey" tactics like "Rock, none" races
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Training facilities is a technology a militaristic race would love. If Klingon's actually existed, I'm sure there'd be training facilities on every moon. Non-stop training, yeah. [Insert you favorite Kligonese statement here] |
Re: "Gamey" tactics like "Rock, none" races
gee, i always wondered what trading systems was for, or what it did.
planet types dont unbalance a thing. i used to have a huge advantage playing gas, because no one else did. then everyone started taking it. now its more of an even mesh, and i usually pick a planet type at random. |
Re: "Gamey" tactics like "Rock, none" races
The multiple training facility thing is an exploit yes, but it's not a tremendous advantage. I am not positive that on balance it's much of an advantage at all. The player doing it has to waste extra facility spots, and the only benefit is faster training. It only take 7 turns as it is to fully train a ship or fleet, for the cost of two extra facility spots (6 extra if you want ship and fleet training facs) you get your crews trained in 3 turns. But the max training is still 20%. That 4 turns isn't going to turn the course of a game.
Do I wish the game would not allow it? Sure. It's kind of hinky, and the game isn't clear on what the rule should be. Any time you have stuff like this it can cause problems between players and I hate that. It's like the mines per sector thing was. Is it a major concern that would cause me to go hunting a players moons? Not a bit. It's just not that big a deal. Geoschmo |
Re: "Gamey" tactics like "Rock, none" races
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Geoschmo |
Re: "Gamey" tactics like "Rock, none" races
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