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-   -   "Gamey" tactics like "Rock, none" races (http://forum.shrapnelgames.com/showthread.php?t=8062)

1FSTCAT December 20th, 2002 06:26 AM

"Gamey" tactics like "Rock, none" races
 
What does everyone think about players that use Rock, none? To me, it seems like an obvious advantage. So much so, that it almost seems like cheating, or "unsportsman-like".

What does everyone else think?

--Ed

[ December 20, 2002, 04:45: Message edited by: 1FSTCAT ]

Krsqk December 20th, 2002 06:29 AM

Re: "Gamey" tactics like "Rock, none" races
 
Nah, the real advantage is taking tiny no-atmosphere gas giants. http://forum.shrapnelgames.com/images/icons/tongue.gif

I assume you mean rock/None combination. I haven't seen it used to great advantage yet. That doesn't mean it couldn't be, just that I haven't run into it.

PvK December 20th, 2002 06:42 AM

Re: "Gamey" tactics like "Rock, none" races
 
I think we need a better explanation of the supposed abuse.

Assuming there is one atmosphere and planet type that offers more opportunities, it would be self-correcting if players know about it, because presumably more players would tend to pick that combination, resulting in more competition for it.

PvK

1FSTCAT December 20th, 2002 06:48 AM

Re: "Gamey" tactics like "Rock, none" races
 
I wouldn't go so far as to call it an "abuse", and I did say "seems" like cheating.. http://forum.shrapnelgames.com/images/icons/icon7.gif

It seems to me like there's always moons floating around, and they're absolutely perfect for a race that can use them... (I'm stating the obvious aren't I?)

--Ed

Quikngruvn December 20th, 2002 07:13 AM

Re: "Gamey" tactics like "Rock, none" races
 
I don't, because Rock/None has two distinct disadvantages: fewer large and huge planets, and no breathable gas giants. Heck, I consider Ice/None almost a handicap....

Quikngruvn

Graeme Dice December 20th, 2002 07:30 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by PvK:
I think we need a better explanation of the supposed abuse.

Assuming there is one atmosphere and planet type that offers more opportunities, it would be self-correcting if players know about it, because presumably more players would tend to pick that combination, resulting in more competition for it.

PvK

<font size="2" face="Verdana, Helvetica, sans-serif">Rock/None has the most facility slots of its type, but is worse off in the long run because you can't get gas/none.

This thread describes this in more detail.

spoon December 20th, 2002 07:31 AM

Re: "Gamey" tactics like "Rock, none" races
 
The main "gamey" reason I consider taking rock/none (or ice/none) is the ability to find a planet with two moons, and build 3 spaceyards, 3 Fleet Training Facilities, and 3 Ship Training facilities in that sector.

The disadvantage is that you have to rely on capturing/trading other pop types to maximize Gas Giant colonization (when you get that tech). This can be a hefty disadvantage, depending on the game setup and the disposition of your neighbors.

-spoon

Taera December 20th, 2002 09:08 AM

Re: "Gamey" tactics like "Rock, none" races
 
rock/none can be dismissed as "gamey" tactic only because people seem to like it and more unique combinations (ice/methane was my Last one in single games) are very rare, thus you can get the most of these planets for your own while the rest will be fighting over the same none/rock moons.

PvK December 20th, 2002 09:25 AM

Re: "Gamey" tactics like "Rock, none" races
 
Yeah, it seems self-balancing due to popularity, and of dubious advantage even if you have that combo all to yourself. There are pros and cons of moons versus larger planets, maps are randomized, etc.

I can see some people choosing it with gamey thoughts in mind, but they're probably wrong if they think it's a big (or any) advantage, except that if it helps them develop a strategy, it might help focus them on a plan.

However, building multiple training facilities in the same sector does seem to me like an obvious bug exploit.

PvK

spoon December 20th, 2002 10:58 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by PvK:

However, building multiple training facilities in the same sector does seem to me like an obvious bug exploit.
PvK

<font size="2" face="Verdana, Helvetica, sans-serif">Really? The facility text says, "only one effective per planet." If it was a bug exploit, I would think that text would read, "Only one facility effective per sector."

Definitely "gamey", though...

geoschmo December 20th, 2002 03:53 PM

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

spoon December 20th, 2002 07:42 PM

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

SamuraiProgrammer December 20th, 2002 07:52 PM

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.

gravey101 December 20th, 2002 08:30 PM

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.

PvK December 20th, 2002 09:09 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by spoon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by PvK:

However, building multiple training facilities in the same sector does seem to me like an obvious bug exploit.
PvK

<font size="2" face="Verdana, Helvetica, sans-serif">Really? The facility text says, "only one effective per planet." If it was a bug exploit, I would think that text would read, "Only one facility effective per sector."

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

Arkcon December 20th, 2002 10:06 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by PvK:
There is no reasonable explanation why moons should multiply the training rate. PvK
<font size="2" face="Verdana, Helvetica, sans-serif">To avoid arguments, I don’t do this anymore. However, I do see it as plausible from a role-play point of view. Either it's non-stop intensive training, or the crew is split up into Groups so they all get a crack at the training. The end result is more rapid training -- not better training.

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]

Puke December 20th, 2002 10:46 PM

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.

geoschmo December 20th, 2002 10:50 PM

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

geoschmo December 20th, 2002 10:56 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by PvK:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">Balderdash. http://forum.shrapnelgames.com/images/icons/icon7.gif If the tailsman were such a tremendous advantage, how come out of 6 original tailsman races in Furball 3, only 1 is still a viable empire and he is in trouble? And that was a ten planet high tech start. If ever a game was tailor made for the supremacy of the tailsman this was it. And they have performed dismally. No offense intended to the players that chose it. Just calling it as I see it. http://forum.shrapnelgames.com/images/icons/icon7.gif Come up with all your reasons and explanations, but in practice they just don't hold up.

Geoschmo

spoon December 20th, 2002 11:11 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by geoschmo:
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.
<font size="2" face="Verdana, Helvetica, sans-serif">This from the person who claims PPBs are balanced. Out with it, Geo, you're really Aaron, aren't you.

rextorres December 20th, 2002 11:21 PM

Re: "Gamey" tactics like "Rock, none" races
 
Actually I think Religious has become a disadvantage because every game I've played in the Last six month has had the religious player suffer a coalition against him.

LostCommander December 21st, 2002 12:03 AM

Re: "Gamey" tactics like "Rock, none" races
 
I agree with the "almost a disadvantage" PoV. The games I play are always with "Can only colonize atmosphere type." option in the game setup (which obviously affects my PoV). This means that there are NO gas giants I can colonize (yes, I am still trying to eek out a living amongst the moons) and production can be seriously hampered (the population production / construction bonuses are NICE) unless I am lucky with the map. Great use of units and the proliferation of SS construction yards in my empire nicely balances it though. If one does not mind utilizing units extensively, the extra moons (which often outnumber the possible gas giants with a breathable atmosphere for other races) are perfect. Also, with one or two trustworthy allies, moons can make great supplemental defences for an ally's planet.

geoschmo December 21st, 2002 12:13 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by spoon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by geoschmo:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">This from the person who claims PPBs are balanced. Out with it, Geo, you're really Aaron, aren't you.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">No, I am not Aaron. I just play a lot of games on PBW so I don't jump on the bandwagon every time someone claims to find the super secret formula for SEIV success. I have learned they all have their weaknesses. To me actual proof is worth a lot more than any theory or scads of charts and formula. If PPB, tailsman, or multiple training facilities were the nirvana they all were claimed by various people, then everybody would be doing them, or at least everybody that won games would be doing them. And I can tell you from experience everybody doesn't do them, and those that do them don't always win.

I never said PPB are perfectly balanced. I think they might be a little cheap to research, and at level 3 they are a bit strong IIRC. But overall they aren't the uber waepon that people claim them to be. They are simply too short ranged and too expensive to be the ultimate weapon. Those are huge weaknesses that are easily countered.

Geoschmo

[ December 20, 2002, 22:17: Message edited by: geoschmo ]

Pax December 21st, 2002 01:09 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by PvK:
However, building multiple training facilities in the same sector does seem to me like an obvious bug exploit.

PvK

<font size="2" face="Verdana, Helvetica, sans-serif">Why?

LGM December 21st, 2002 02:49 AM

Re: "Gamey" tactics like "Rock, none" races
 
I would say the None races, with Rock/None being generally better the Ice/None, have little advantage over other races, unless you play the players can only colonize their own atmosphere type (None). In this case, they have more potential sites for building shipyards than any other races (other races will need more orbital shipyards). However, the None player will have very few worlds that can utilize planet bonuses, because what good is +20% bonus if you have to give up one of your 5 facilities to get it. None worlds are smaller and thus easier to take out (fewer weapons platforms possible).

[ December 20, 2002, 12:50: Message edited by: LGM ]

1FSTCAT December 21st, 2002 07:48 AM

Re: "Gamey" tactics like "Rock, none" races
 
Well, to get back to the original topic...

http://forum.shrapnelgames.com/images/icons/icon7.gif

I guess I was in a bad mood Last night. I also hadn't considered how a Rock/None race would deal with getting the Gas/None and Ice/None techs. I can see where that's their counter-balance, now. They give a good start, but beyond that...

Thanks for the perspectives, guys. I see it in a totally different light, now.

--Ed

capnq December 21st, 2002 10:41 PM

Re: "Gamey" tactics like "Rock, none" races
 
Religious isn't nearly as big an advantage when more than one player takes it, either. In one of my PBW games, we've got 3 Religious races and 1 Ancient race, out of 5 players. I remember another PBW game where the first three empires I met lived on Gas Giants.

Things go in and out of fashion, as opponents find countermeasures, and people get tired of playing the same race every game.

PvK December 21st, 2002 10:54 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by Arkcon:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by PvK:
There is no reasonable explanation why moons should multiply the training rate. PvK

<font size="2" face="Verdana, Helvetica, sans-serif">To avoid arguments, I don’t do this anymore. However, I do see it as plausible from a role-play point of view. Either it's non-stop intensive training, or the crew is split up into Groups so they all get a crack at the training. The end result is more rapid training -- not better training.

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]
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well, except that there is no reason why having a moon would help training at all. Being able to build more training facilities in one spot is one thing, but that's not allowed... unless you have a moon. Makes zero sense. Also, since moons are also (unrealistically) rare, it also nonsensically limits the systems where this nonsensical technique can be done. It also can't be done until the race has enough colonization tech to colonize both the planet and the moon in a particular sector. None of that has any sensible explanation. I don't object to the idea that you could build more extensive training facilities in one place and get better training, but the restrictions on where this can or can't be done make zero sense, and also introduce a silly reason for trying to get a moon (or better, two moons) and its planet colonized together. It just doesn't make any sense.

PvK

PvK December 21st, 2002 11:01 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by PvK:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">Balderdash. http://forum.shrapnelgames.com/images/icons/icon7.gif If the tailsman were such a tremendous advantage, how come out of 6 original tailsman races in Furball 3, only 1 is still a viable empire and he is in trouble? And that was a ten planet high tech start. If ever a game was tailor made for the supremacy of the tailsman this was it. And they have performed dismally. No offense intended to the players that chose it. Just calling it as I see it. http://forum.shrapnelgames.com/images/icons/icon7.gif Come up with all your reasons and explanations, but in practice they just don't hold up.

Geoschmo
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Probably because the players didn't manage to develop it or exploit it. As I think I said, it's only a huge advantage once it gets to that point. But at that point, it is a huge advantage. Especially in an unmodded game in the late-tech stage, where most people have access to the same things, and hitting at long range is fairly difficult, except for talisman players, who hit all the time. The players have to be skilled enough to realize how to take advantage of it well, which isn't all that hard, and they do have to surivive to that point. But once there, it's a massive advantage. Not always insurmountable. The real counter, as I and others have written before, is coalitions against them. Diplomacy is often the most powerful part of the game, perhaps second to skill vs. newbie-ism.

PvK

geoschmo December 21st, 2002 11:15 PM

Re: "Gamey" tactics like "Rock, none" races
 
You are correct Pvk, but you are proving my point. http://forum.shrapnelgames.com/images/icons/icon7.gif It's the skill of the player that makes the difference, not the uber weapon or tactic. I don't agree it's unbalenced. I used to, but after some success against it recently I am no longer convinced.

I am not saying it's not a nice thing to be able to hit every time, of course it is. I am simply saying it's not the ultimate weapon. If it were then a less skilled player could use it and be victorious.

As far as Furball 3 is concerned though, it was a high tech start and six of the twelve races were religious races. Those two factors should have compensated for the two biggest weaknesses of the tailsman. It's cost to research and the tendancy for players to gang up on religious races. But despite this the Religious races are all but dead.

In the DimX2 game I faced an opponent who was highly skilled and used the Tailsman to it's utmost potential. For a short time he was effectivly holding off a four empire coalition. But I believe Mark to be a highly skilled player and believe he would have done very well in the game even if he had chosen another racial trait.

Geoschmo

[ December 21, 2002, 21:18: Message edited by: geoschmo ]

Fyron December 21st, 2002 11:22 PM

Re: "Gamey" tactics like "Rock, none" races
 
I don't like the Talisman because I don't think anything should be 100% guaranteed. If it had isntead something like a +50% to hit bonus (stacks with Combat Sensors), it would be much better for gameplay.

spoon December 21st, 2002 11:31 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by geoschmo:
To me actual proof is worth a lot more than any theory or scads of charts and formula. If PPB, tailsman, or multiple training facilities were the nirvana they all were claimed by various people, then everybody would be doing them, or at least everybody that won games would be doing them. And I can tell you from experience everybody doesn't do them, and those that do them don't always win.
<font size="2" face="Verdana, Helvetica, sans-serif">Charts and formulae are the proof. Actual gameplay results are anecdotal, at best. I agree with you that there is no Guaranteed 100% Formula for Success in SE4. However, there do exist things that can give you an edge. It's like blackjack - counting cards can give you the long-term edge to beat the house, but you are still going to lose some hands and some money in the short-term.

- Having three ship-training facilities on a sector is better than having only one.
- Using PPBs in the midgame is better than using anything else.
Having 125% defense + bezerker will make you unbeatable against people unaware of how combat works.
- Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is.

-spoon

Thei R'vek December 21st, 2002 11:46 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by Imperator Fyron:
I don't like the Talisman because I don't think anything should be 100% guaranteed. If it had isntead something like a +50% to hit bonus (stacks with Combat Sensors), it would be much better for gameplay.
<font size="2" face="Verdana, Helvetica, sans-serif">So now you're going to accuse Aaron of "coded god-moding"? The component works fine as it is, it provides an EXCELLENT balance against players who use YOUR strategies(Berzerker+Aggressiveness+Defensiveness) . Perhaps you complain because the Talisman takes away the combat advantage you get from your standard empire setup?

Quote:

Originally posted by spoon:

- Having three ship-training facilities on a sector is better than having only one.

<font size="2" face="Verdana, Helvetica, sans-serif">Definitely, gaining all the way up to 20% experience in only 3 turns instead of 7 is a major advantage. However, the experience bonuses are not a MAJOR advantage per se because there are other options which give an advantage roughly analgous to that of having 20% experience bonus

Quote:


- Using PPBs in the midgame is better than using anything else.

<font size="2" face="Verdana, Helvetica, sans-serif">
I would say that PPBs are probably the best all-around weapon in SE4. They can target anything but seekers, do major damage compared to other direct fire weapons with the same fire rate, and they are fairly inexpensive when compared to other, more powerful, weapons.

Quote:


- Having 125% defense + bezerker will make you unbeatable against people unaware of how combat works.

<font size="2" face="Verdana, Helvetica, sans-serif">
This is a definite advantage and one that is in many cases used as an exploit to quickly defeat newbies. However, combine this advantage with multiple ship training facilities per sector and the religious talisman and you have ships which are virtually invincible, but skilled players have a way of making cocky arrongant SOBs(*tries to look innocent on both counts*) who use a multiple advantage to try and gain a major edge $h1t themselves in surprise when they pull a suprisingly effective new strategy out of their @$$ and use it to defeat such a multiple advanatge.

[quote][QB] - Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is.[quote][QB]
I'm not familiar with this one as I have never actually played with Maintenance Reduction as a characteristic. What is the problem with it?

PvK December 21st, 2002 11:52 PM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by geoschmo:
You are correct Pvk, but you are proving my point. http://forum.shrapnelgames.com/images/icons/icon7.gif It's the skill of the player that makes the difference, not the uber weapon or tactic. I don't agree it's unbalenced. I used to, but after some success against it recently I am no longer convinced.

I am not saying it's not a nice thing to be able to hit every time, of course it is. I am simply saying it's not the ultimate weapon. If it were then a less skilled player could use it and be victorious.

<font size="2" face="Verdana, Helvetica, sans-serif">Well, I agree it's not "the ultimate weapon" - it won't beat everything in all circumstances, especially if you include coalitions and strikes before the things are developed.

However, I do think it's pretty close to the most powerful device. Like Fryon, I also dislike that it's 100% (I prefer what I did in Proportions, which is to make it offer bonuses that slowly get better but also more expensive, and only a massive research effort will get the always-hits ability).

Getting ganged up on is more powerful, though, especially if it happens before the device is developed!

Quote:

As far as Furball 3 is concerned though, it was a high tech start and six of the twelve races were religious races. Those two factors should have compensated for the two biggest weaknesses of the tailsman. It's cost to research and the tendancy for players to gang up on religious races. But despite this the Religious races are all but dead.
<font size="2" face="Verdana, Helvetica, sans-serif">I never said the talisman guaranteed victory. I just said it was extremely powerful.

I imagine in this game they fought each other, and/or were ganged up on, and/or they got smashed before they could deploy the talisman effectively, and/or they didn't use proper taliman tactics or designs.

Quote:

In the DimX2 game I faced an opponent who was highly skilled and used the Tailsman to it's utmost potential. For a short time he was effectivly holding off a four empire coalition. But I believe Mark to be a highly skilled player and believe he would have done very well in the game even if he had chosen another racial trait.
<font size="2" face="Verdana, Helvetica, sans-serif">Sure. It's very possible to be awesome without the talisman, and the talisman doesn't guarantee victory. All I said is it's extremely powerful device. Something worthy of ganging up against, or launching preemptive strikes against.

PvK

Puke December 21st, 2002 11:57 PM

Re: "Gamey" tactics like "Rock, none" races
 
this is just sillyness. everything can be countered by something else, there is no fixed way to win. there are some things that are not so usefull, but there are no things that are always best to use.

Quote:

Originally posted by spoon:
- Having three ship-training facilities on a sector is better than having only one.
<font size="2" face="Verdana, Helvetica, sans-serif">in general yes, but not when you need the facility space for something else, or when you already have a significant advantage without training. this is the only item that i will come close to conceding.

Quote:

Originally posted by spoon:
- Using PPBs in the midgame is better than using anything else.
<font size="2" face="Verdana, Helvetica, sans-serif">unless someone has APBs in the midgame, or unless someone has phased shields in the midgame, or unless on person was slowed down researching mines when the other was not, or unless null space weapons are used to effect, or unless missile swarms catch someone without PD off guard. the "PPBs are the best" statement is old, tired, and just plain silly.

Quote:

Originally posted by spoon:
Having 125% defense + bezerker will make you unbeatable against people unaware of how combat works.
<font size="2" face="Verdana, Helvetica, sans-serif">ANYTHING is unbeatable against people unaware of how combat works. high defensive bonuses can be countered with the talisman, training, weapons with to hit bonuses, seekers, ramming (okay, maybe ramming isnt so good), or any number of other things.

Quote:

Originally posted by spoon:
- Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is.
<font size="2" face="Verdana, Helvetica, sans-serif">god, its so broken. it gives you an advantage in huge games, is worthless in small games, and is somewhat valueable to drop some points on in midsized games. I HATE those attributes that are worth spending points on, i wish spending points on maintenance reduction either did the same thing in any sized quadrant (or limited ship number, or short/long fixed-length game) or just didnt give you any benefit at all! DARN.

i appologize for my inflamitory remarks. i am a very small person. please moderate me down.

geoschmo December 22nd, 2002 12:01 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by spoon:
Charts and formulae are the proof. Actual gameplay results are anecdotal, at best.
<font size="2" face="Verdana, Helvetica, sans-serif">Uh, spoon. The gameplay results are the reason for playing! http://forum.shrapnelgames.com/images/icons/icon10.gif It's what makes this a game, and not just a spreadsheet or a ship design program. It's the only thing that can keep someone interested in this game for going on two years now.

You plan and strategize and think you have it all worked out and then still get beat anyway, and badly. Or you think you don't have a chance and something happens in the game and you end up on top. It makes me want to play that much more and figure out why it didn't happen the way I expected.

If this is what you really believe, I feel sorry for you. Because you are missing the beauty and the challange of the game.

It's not about the end. It's not about finding the best course form point A to point B, or the most efficent ways of killing the other guy. It's finding out what you are made of, and what your opponent is made of.

I don't disagree with you about your list of things that are smart choices. But they aren't the only choices. There are so many variables in this game that no one strategy can win every time, you said it yourself. And even a very good strategy is only as good as the paper it's printed on.

What separates the losers from the winners in this game is not the ones that design the best startegies. It's the ones that counter their opponents strategies the best. And that's not something you can plan. Unless you are playing against someone that plays the same way everytime. http://forum.shrapnelgames.com/images/icons/icon7.gif

Now, on to the specifics:

- Having three ship-training facilities on a sector is better than having only one.
Well, duh! http://forum.shrapnelgames.com/images/icons/icon10.gif But is it better than what you could have used those extra facility spots for? Depends on the spefic game, but I can think of several cases where it wouldn't be.

- Using PPBs in the midgame is better than using anything else.
Slightly maybe. You might be able to design an PPB ship that would defeat an equal size and tech cost ship in one on one combat. But what would it prove in a real game? Not much. Very few combats are one on one involving empires with exactly equal levels of technical development.

Having 125% defense + bezerker will make you unbeatable against people unaware of how combat works.
If you are playing against someone that doesn't understand how combat works, you are already unbeatable, combat bonuses or no. http://forum.shrapnelgames.com/images/icons/icon7.gif

- Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is.
See previous answer.

Geoschmo

EDIT: Dang it puke. You stole all my answers. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ December 21, 2002, 22:04: Message edited by: geoschmo ]

Fyron December 22nd, 2002 12:04 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

So now you're going to accuse Aaron of "coded god-moding"? The component works fine as it is, it provides an EXCELLENT balance against players who use YOUR strategies(Berzerker+Aggressiveness+Defensiveness) . Perhaps you complain because the Talisman takes away the combat advantage you get from your standard empire setup?
<font size="2" face="Verdana, Helvetica, sans-serif">It is not god-moding because it isn't insurmountable. I also do not like the abiltity to cheaply max out both aggressiveness and defensiveness. They should cost a lot more. That would create much more varied empire designs, and would be better than the current situation where 125% agg and def + berzerker is a must (unless you have talisman, then you only need that for defense).

Quote:

Definitely, gaining all the way up to 20% experience in only 3 turns instead of 7 is a major advantage. However, the experience bonuses are not a MAJOR advantage per se because there are other options which give an advantage roughly analgous to that of having 20% experience bonus
<font size="2" face="Verdana, Helvetica, sans-serif">Oh yes they are. A lack of training will get your ships slaughtered by weaker forces. And it is not a 20% advantage, it is a 40% advantage (ship + fleet training). No one says you have to train the ships and the fleet at the same place.

Quote:

I would say that PPBs are probably the best all-around weapon in SE4. They can target anything but seekers, do major damage compared to other direct fire weapons with the same fire rate, and they are fairly inexpensive when compared to other, more powerful, weapons.
<font size="2" face="Verdana, Helvetica, sans-serif">They are until you get APB XII + Shield Depleters. APBs are much stonger, because they get a range of 8 isntead of 6 (and do more damage at all ranges (except range 6, IIRC)).

Quote:

This is a definite advantage and one that is in many cases used as an exploit to quickly defeat newbies. However, combine this advantage with multiple ship training facilities per sector and the religious talisman and you have ships which are virtually invincible, but skilled players have a way of making cocky arrongant SOBs(*tries to look innocent on both counts*) who use a multiple advantage to try and gain a major edge $h1t themselves in surprise when they pull a suprisingly effective new strategy out of their @$$ and use it to defeat such a multiple advanatge.
<font size="2" face="Verdana, Helvetica, sans-serif">It isn't an "advantage", it is a necessity. And what sort of surprisingly effective new strategy would that be? Combine the training, racial bonuses, etc. with skilled expansion techniques, and how are you going to defeat that by not using similar tactics? Sure, you can go with 120 traits to save 1000 points, and not see a noticable difference. But that really isnt a surprising new tactic.

Quote:

I'm not familiar with this one as I have never actually played with Maintenance Reduction as a characteristic. What is the problem with it?
<font size="2" face="Verdana, Helvetica, sans-serif">It would be better if a 10% reduction actually reduced the maintenance paid by 10%, not the % of ships cost to pay as maintenance. Currently, 110 makes you pay 15% maintenance instead of 25% maintenance. A better system would be where 110 makes you pay 22.5% instead (which would actually be a 10% reduction in maintenance costs). Multiplication instead of addition (or subtraction)

PvK December 22nd, 2002 12:06 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by Thei R'vek:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by spoon:

- Having three ship-training facilities on a sector is better than having only one.

<font size="2" face="Verdana, Helvetica, sans-serif">Definitely, gaining all the way up to 20% experience in only 3 turns instead of 7 is a major advantage. However, the experience bonuses are not a MAJOR advantage per se because there are other options which give an advantage roughly analgous to that of having 20% experience bonus
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well, my objections to the moon training are mainly that 1) It makes no sense, and 2) it prevents me from modding an absolute limit of 1% per turn maximum rate, which I want for Proportions mod.

As for other options giving an analagous advantage to training, that's not valid in the standard set, particularly with faster than High research costs, because it doesn't take long to research to the max, and since the advantages stack additively, any 20% stacking advantage that your opponent doesn't get (and you can get another 20% with fleet training) is a MAJOR advantage, which can turn the tide of battles, and which in this case costs no maintenance or design space.

Quote:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
- Using PPBs in the midgame is better than using anything else.

<font size="2" face="Verdana, Helvetica, sans-serif">
I would say that PPBs are probably the best all-around weapon in SE4. They can target anything but seekers, do major damage compared to other direct fire weapons with the same fire rate, and they are fairly inexpensive when compared to other, more powerful, weapons.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree PPBs are somewhat too cheap, too easy to research, and too potent. However, I don't think they're necessarily the best. For one thing, many players never deploy unphased shields, leaving PPB Users with overly expensive weapons limited to range 6. Unless your opponents are using a lot of unphased shields, APB or MBs are generally more efficient, for example.

PvK

geoschmo December 22nd, 2002 12:15 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by PvK:
Well, my objections to the moon training are mainly that 1) It makes no sense, and 2) it prevents me from modding an absolute limit of 1% per turn maximum rate, which I want for Proportions mod.
<font size="2" face="Verdana, Helvetica, sans-serif">I understand your objections, and don't disagree it's gamey and should be fixed. I wouldn't even try to make the point that 20% training isn't tremendous, almost a requirement at some points in the game. The only point I was trying to make was simply that the 4 turns you save getting to the 20% isn't all that critical in most circumstances.

As far as your desire to mod that 1% maximum, why not eliminate the sector training facilities and allow all races access to the system training facility the psychic races have in the stock game. IMHO it makes more sense for training to be system wide anyway, and you can limit those to one per system effective.

Geoschmo

Puke December 22nd, 2002 12:15 AM

Re: "Gamey" tactics like "Rock, none" races
 
okay, i admit, the moon training thing is really annoying. not so much in the standard game, but more so in games with more moons. like FQM games. when you have 5 or 7 moons in one sector, you can train ships to full in a single turn. THAT could be abusive. I would indeed like a per-sector limit on training. or even an optional per sector limit, in the form of another ability, or a variable, or somesuch.

PvK December 22nd, 2002 12:24 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by PvK:
Well, my objections to the moon training are mainly that 1) It makes no sense, and 2) it prevents me from modding an absolute limit of 1% per turn maximum rate, which I want for Proportions mod.

<font size="2" face="Verdana, Helvetica, sans-serif">I understand your objections, and don't disagree it's gamey and should be fixed. I wouldn't even try to make the point that 20% training isn't tremendous, almost a requirement at some points in the game. The only point I was trying to make was simply that the 4 turns you save getting to the 20% isn't all that critical in most circumstances.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree. It's not a big balance problem. It's mainly annoying. It is a valuable thing to do if it's allowed, it tends to reduce the interesting need to spend time and maintenance resources training a fleet, and it doesn't make any sense and smacks of munchkinism. So, I'm simply saying I'd be well pleased to see it fixed, and I'd usually prefer to have a house rule in games I play to not do it. That's all. No big deal. I'm only posting repeatedly because some people said they didn't understand why it made no sense, etc.

Quote:

As far as your desire to mod that 1% maximum, why not eliminate the sector training facilities and allow all races access to the system training facility the psychic races have in the stock game. IMHO it makes more sense for training to be system wide anyway, and you can limit those to one per system effective.
<font size="2" face="Verdana, Helvetica, sans-serif">Good idea, although I kind of like the difference, and the need to sit in a particular sector while training, mainly because it's an interesting tradeoff during play (to move to a more tactical position, or two train up). So I think I'll just mention that I recommend players not use the exploit (if they're playing Proportions, presumably they are wanting more realism, and will be happy to comply), and hope it eventually gets patched out.

PvK

Thei R'vek December 22nd, 2002 12:49 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by Puke:
okay, i admit, the moon training thing is really annoying. not so much in the standard game, but more so in games with more moons. like FQM games. when you have 5 or 7 moons in one sector, you can train ships to full in a single turn. THAT could be abusive. I would indeed like a per-sector limit on training. or even an optional per sector limit, in the form of another ability, or a variable, or somesuch.
<font size="2" face="Verdana, Helvetica, sans-serif">I think I may do something about this in the USEF MOD. Make the training facilities one-per-sector effective and the psychic one-per-system effective and then making the psychic ones more expensive as all the racial techs have been moved into the standard tech tree in the USEF MOD.

spoon December 22nd, 2002 01:49 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by geoschmo:
Uh, spoon. The gameplay results are the reason for playing! http://forum.shrapnelgames.com/images/icons/icon10.gif It's what makes this a game, and not just a spreadsheet or a ship design program. It's the only thing that can keep someone interested in this game for going on two years now.
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed! But here we are in the Forum -- not playing the game, but discussing the game. When discussing the game, having statisitcs is better than having gameplay results, I'd argue.

Quote:


If this is what you really believe, I feel sorry for you. Because you are missing the beauty and the challange of the game.

<font size="2" face="Verdana, Helvetica, sans-serif">I have to like the game for the same reasons you do? That's a peculiar stance... Before you tell me more, I'll admit that I do in fact enjoy the game for the same reasons you list. However, I don't let my enjoyment of the game cloud my analysis of the game.

Quote:


I don't disagree with you about your list of things that are smart choices. But they aren't the only choices. There are so many variables in this game that no one strategy can win every time, you said it yourself. And even a very good strategy is only as good as the paper it's printed on.

<font size="2" face="Verdana, Helvetica, sans-serif">You were asserting that these sort of things didn't matter because they could be countered. I was claiming that they gave you an edge that could be difficult to overcome.

Quote:


What separates the losers from the winners in this game is not the ones that design the best startegies. It's the ones that counter their opponents strategies the best.

<font size="2" face="Verdana, Helvetica, sans-serif">True. However, having a strong race design is still significant, and a poor race design can all but guarantee failure.

Quote:


- Having three ship-training facilities on a sector is better than having only one.
Well, duh! http://forum.shrapnelgames.com/images/icons/icon10.gif But is it better than what you could have used those extra facility spots for? Depends on the spefic game, but I can think of several cases where it wouldn't be.

<font size="2" face="Verdana, Helvetica, sans-serif">hehe, yeah, obviously you don't want to squander facility spots on training in backwater regions of your empire. I meant on strategically important sectors, where having a triple spaceyard/fleet training/ship training configuration can be pretty important.

Quote:


- Using PPBs in the midgame is better than using anything else.
Slightly maybe. You might be able to design an PPB ship that would defeat an equal size and tech cost ship in one on one combat. But what would it prove in a real game? Not much. Very few combats are one on one involving empires with exactly equal levels of technical development.

<font size="2" face="Verdana, Helvetica, sans-serif">Not sure what your point is here. I say PPBs are better than any other mid-game weapon. You agree(sorta), but say there are other factors. Of course there are other factors. I never tried to claim otherwise.

Quote:


Having 125% defense + bezerker will make you unbeatable against people unaware of how combat works.
If you are playing against someone that doesn't understand how combat works, you are already unbeatable, combat bonuses or no. http://forum.shrapnelgames.com/images/icons/icon7.gif

- Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is.
See previous answer.

<font size="2" face="Verdana, Helvetica, sans-serif">Hehe. True, true. Thing is, there are a LOT of players that don't realize this... and that it can be discouraging to play a game for six months only to lose because you didn't realize the significance of race design options. I'd rather these sort of tactics be downplayed, and that a newish player can learn from his mistakes in time to make a difference in his current game(s).

-spoom

Fyron December 22nd, 2002 01:55 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Hehe. True, true. Thing is, there are a LOT of players that don't realize this... and that it can be discouraging to play a game for six months only to lose because you didn't realize the significance of race design options. I'd rather these sort of tactics be downplayed, and that a newish player can learn from his mistakes in time to make a difference in his current game(s).
<font size="2" face="Verdana, Helvetica, sans-serif">That all depends on who you play against. I've won some PBW games with really crappy empire designs. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo December 22nd, 2002 04:29 AM

Re: "Gamey" tactics like "Rock, none" races
 
Originally posted by spoon:
Agreed! But here we are in the Forum -- not playing the game, but discussing the game. When discussing the game, having statisitcs is better than having gameplay results, I'd argue.

There's logic in this. However I would contend that there are simply too many variables in this game to do a strict apples to apples comparison between techs. To do this what standard do you use? Damage to tonnage ratio? Or damage to cost? Or maybe damage to research cost? PPB doesn't come out on top with all three I know that. And there are other factors to consider. How far apart are your empires at game start? What is the political situation with the other empires? All of this has great impact and cannot be adequatly planned for in every instance, and does not fit easily into raw spreadsheet analysis.

I have to like the game for the same reasons you do? That's a peculiar stance...
Not what I am saying at all. One of the greatest things about this game is that it has so many different things to offer. My point was only that a person that approaches the game from a strict cost/benefit/efficency analysis perspective is not likely to enjoy it for as long. Not that they wouldn't enjoy it just as much while they do.

You were asserting that these sort of things didn't matter because they could be countered. I was claiming that they gave you an edge that could be difficult to overcome.
On the contrary. If I ever asserted these things didn't matter, I didn't intend to. Of course they matter very much. But they aren't the only thing that matters. I am simply saying that there is no formula for success in SEIV that you do A then B then C and you will win. If there was then the AI could kick all our butts all the time. http://forum.shrapnelgames.com/images/icons/icon12.gif You appear to agree with me on that point. Not everybody does. Not everything I have said in these Posts is intended directly for you.


True. However, having a strong race design is still significant, and a poor race design can all but guarantee failure.
Can't argue with that. Good planning is crucial to victory. It's hard to overcome poor planning. But my contention is there are other plans that could be equally as effective as yours. A lot depends on a persons style of play. You need a plan that meshes well with your personality.

I'd rather these sort of tactics be downplayed, and that a newish player can learn from his mistakes in time to make a difference in his current game(s).
Nah, let 'em learn the hard way. The way we all did. http://forum.shrapnelgames.com/images/icons/icon7.gif

EDIT: By the way, why not put these theories to the test Spoon and join the King of the Hill league. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Geoschmo

[ December 22, 2002, 02:32: Message edited by: geoschmo ]

Skulky December 22nd, 2002 05:00 AM

Re: "Gamey" tactics like "Rock, none" races
 
why don't the ppl thinking that there is a solution, or several indispensible traits, go for those, and then several others take the opposite and play a game, then we will see

spoon December 22nd, 2002 06:00 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by Skulky:
why don't the ppl thinking that there is a solution, or several indispensible traits, go for those, and then several others take the opposite and play a game, then we will see
<font size="2" face="Verdana, Helvetica, sans-serif">Ok, I'll take:
research 120
construction 120
defense 120
offense 120
minerals 120
maint reduction 110
Advanced Storage
Hardy Industrialist
Ancient Race

You get 80's in all those, and let's have at it!

geoschmo December 22nd, 2002 06:05 AM

Re: "Gamey" tactics like "Rock, none" races
 
Quote:

Originally posted by spoon:
Ok, I'll take:
research 120
construction 120
defense 120
offense 120
minerals 120
maint reduction 110
Advanced Storage
Hardy Industrialist
Ancient Race

You get 80's in all those, and let's have at it!

<font size="2" face="Verdana, Helvetica, sans-serif">Laf, so basically Spoon your point is that setup a game with you good at everything and the other guy bad at everything and you will win?

You were right, there is a way to guarantee victory in SEIV! http://forum.shrapnelgames.com/images/icons/icon10.gif

Geoschmo

spoon December 22nd, 2002 06:53 AM

Re: "Gamey" tactics like "Rock, none" races
 
(oops messed up the quotes, sorry about that...)

Quote:

Originally posted by Puke:
this is just sillyness. everything can be countered by something else, there is no fixed way to win. there are some things that are not so usefull, but there are no things that are always best to use.

<font size="2" face="Verdana, Helvetica, sans-serif">Well, that is the point I'm trying to make. There are "gamey" things you can do to give you an edge. I guess I have to repeat this in every post, but I never claimed that there was a way to guarantee a win. That's silly.

Quote:

Originally posted by spoon:
- Using PPBs in the midgame is better than using anything else.
<font size="2" face="Verdana, Helvetica, sans-serif">unless someone has APBs in the midgame, or unless someone has phased shields in the midgame, or unless on person was slowed down researching mines when the other was not, or unless null space weapons are used to effect, or unless missile swarms catch someone without PD off guard. the "PPBs are the best" statement is old, tired, and just plain silly.
[/qb][/quote]
If you have either APBs or Phased shields in the mid-game, you have pretty much used ALL of your research to get there. Those two components don't usually appear until the late game. Null Space weapons are less effective midgame, since Light Cruisers are the dominant ship, and don't have enough room for significant armor and shields (the latter being skipped by PPBs anyway). And using PPBs doesn't preclude using your own missile swarms as a surprise maneuvre.
PPBs are the best, but not overwhelmingly so. Other weapon choices will still work, but just not as well.

Quote:

Originally posted by spoon:
Having 125% defense + bezerker will make you unbeatable against people unaware of how combat works.
<font size="2" face="Verdana, Helvetica, sans-serif">ANYTHING is unbeatable against people unaware of how combat works. high defensive bonuses can be countered with the talisman, training, weapons with to hit bonuses, seekers, ramming (okay, maybe ramming isnt so good), or any number of other things.
[/qb][/quote]

Bezerkers aren't prevented from researching those things either. In the end, unless you purchased some Aggressiveness, you will be at -65% to hit (or whatever the amount is). PDCs defeat seekers and fighters, which are your next best option, and ramming, well, good luck!

Quote:

Originally posted by spoon:
- Having 110% Maint Reduction is a huge advantage over people who don't realize how broken Maint Reduction is.
<font size="2" face="Verdana, Helvetica, sans-serif">god, its so broken. it gives you an advantage in huge games, is worthless in small games, and is somewhat valueable to drop some points on in midsized games. I HATE those attributes that are worth spending points on, i wish spending points on maintenance reduction either did the same thing in any sized quadrant (or limited ship number, or short/long fixed-length game) or just didnt give you any benefit at all! DARN.

i appologize for my inflamitory remarks. i am a very small person. please moderate me down.[/QB][/quote]

hehe. I disagree with your conclusion that Maint Reduction is worthless in small games and only ok in medium games. It lets me support 5 ships to your 3. Unless I take Merchant. Then I get 5 ships to every 2 of yours. Tough to overcome those odds.

I think a game with balanced choices is better than a game with lopsided choices.

-spoon

[ December 22, 2002, 04:56: Message edited by: spoon ]

SamuraiProgrammer December 22nd, 2002 09:32 AM

Re: "Gamey" tactics like "Rock, none" races
 
OK... I'll bite

How is maintenance reduction broken. I have tried searching for threads on the subject and have not found anything interesting.

I found some other interesting things though....


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