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December 20th, 2002, 10:06 PM
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Colonel
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Location: Connecticut
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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
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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]
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December 20th, 2002, 10:46 PM
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Lieutenant General
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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.
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December 20th, 2002, 10:50 PM
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National Security Advisor
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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
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December 20th, 2002, 10:56 PM
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National Security Advisor
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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.
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Balderdash. 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. Come up with all your reasons and explanations, but in practice they just don't hold up.
Geoschmo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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December 20th, 2002, 11:11 PM
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First Lieutenant
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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.
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This from the person who claims PPBs are balanced. Out with it, Geo, you're really Aaron, aren't you.
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December 20th, 2002, 11:21 PM
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Sergeant
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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.
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December 21st, 2002, 12:03 AM
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Private
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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.
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