Re: Noobs vs. Vets III: Revolution, MA, CBM, Under Construction.
Well, I agree mostly to namad here the expansion rates were ok, maybe a slightly lower indie strength (4) is ok but 0 will easily result in a huge lead for the noob team and will destroy much strategy. 1st turn take 3 provs. 2nd turn take 3 provs and recruit 3 commanders. 3rd turn take 6 provs. etc.
However I don't think the settings were completely perfect. At turn 10 you were larger than us and all in all we were unable to go on offense after that. The game ended around turn 30. The ideal balance would be imo to give the noobs just that much advantage, that it goes on for 60 turns or so.
However if the initial nation pick advantage is gone this already has to count as a boost for the noob team.
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