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Old March 10th, 2005, 04:23 AM

msew msew is offline
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Default Re: Team Game Starting



I think the high level goal that people want is for people to not make a team where there is really only one nation "fighting" and the other two nations are feeding that "fighter" nation.


So these are what people are saying:

a) no alchemist pretender
b) play on a wrapping map
c) no expressly making a nation that is hopeless without getting an influx of cash from others
d) no expressly making a nation that is hopeless without getting an influx of items from others
e) no expressly making a nation that is hopeless without getting massive protection from other nations (i.e. the Ulm BF that never made a single army unit and only did blood research)



Looking at the above points it really seams like: b is the only thing needed.

If you can't easily protect your "feeder" nations then they are going to get worked. In the first team game: EVERY round we were alchemizing most every gem we had to fund the vanheim war effort. We were able to do that because neither of the "feeder" nations were in danger of being attacked.

I was playing Ulm BF. My turns took maybe 1-2 minutes. I did: Alchemize for cash, buy a blood mage, set him to research, send cash to vans and/or arco now and again. Once I started getting my blood hunting up and running, I added: "move slaves to a lab" to that list.



As for the notion of utterly random teams and utterly random nations, making complimentary nation designs seems a pretty core aspect of the team game. So the purely random is flawed.

Just like in a "normal" dom2 game you see the list of players playing and you say: Oh okie there are 3 earth nations. I am not taking earth on my pretender because I should be able to trade for a hammer and other earth items.

Not taking earth on your pretender in a team game because you know your team mate has E3 already seems pretty much the same.




I think one of the CORE issues to discuss is: Should you be able to have one of your team mate be the item whore?

Ulm BF can NOT make items with any effeciency while TC is an item making machine. Why would I spend any research points in construction when I know my team mate is going to be spending?



I guess with all that said: I don't really understand where the desire to not have feeding nations exist comes from. What I think people REALLY want is: lack of untouchable feeding nations.

Who cares if Team A chooses to have a feeding nation. If that nation's only job is to feed and is militarily weak then ATTACK it and destroy it.


A wrappable map where there is no "one battle front" forces every nation to be able to defend themselves in some way. And removes the untouchable feeder nations.
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