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December 22nd, 2002, 04:36 PM
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First Lieutenant
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Location: California
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Re: "Gamey" tactics like "Rock, none" races
Quote:
When someone said 'broke', I thought that there was something wrong in how the effects were applied by the program.
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Heh, you must spend too much time hanging around with programmers and other such literalists...
Anyway, by "broken", I meant "does not work the way you think it does" (both undocumented and counterintuitive) and "is also out of whack balance-wise" (shouldn't be able to spend 500 points to get a 66% fleet size advantage)
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December 22nd, 2002, 05:10 PM
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Sergeant
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Re: "Gamey" tactics like "Rock, none" races
The only truly equitable situation would be for players to have to start with the same set up - sort of like Chess. But what fun is that?
Personally I think any strategy, tactic, or component that beats my playing style should be patched out.
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December 22nd, 2002, 05:57 PM
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National Security Advisor
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Re: "Gamey" tactics like "Rock, none" races
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Originally posted by rextorres:
The only truly equitable situation would be for players to have to start with the same set up - sort of like Chess. But what fun is that?
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Actually it might be interesting for a change of pace once in a while. Sort of an IROC SEIV. We had the neutral challage game awhile back. That was kind of like that.
Geoschmo
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December 22nd, 2002, 07:16 PM
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Shrapnel Fanatic
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Re: "Gamey" tactics like "Rock, none" races
Quote:
The only truly equitable situation would be for players to have to start with the same set up - sort of like Chess. But what fun is that?
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I have a chess scenario, and its pretty cool. An 8x8 grid of systems, a resource-generating king (if he dies, you lose because your ships get scrapped) A powerful queen, Heavily armored Rooks, repairship bishops, fast & powerful knight cruisers, and a bunch of pawn destroyers.
Hunt down the enemy king, while protecting your own!
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December 22nd, 2002, 08:45 PM
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General
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Re: "Gamey" tactics like "Rock, none" races
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Charts and formulae are the proof.
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Only if they are accurate, and the person you're trying to convince understands them well enough to interpret them and verify that they are accurate.
"There are three kinds of lies: lies, damned lies, and statistics." -- Mark Twain
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December 22nd, 2002, 09:44 PM
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Private
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Re: "Gamey" tactics like "Rock, none" races
Why are agressiveness and defensiveness (combat only bonuses) being considered very important? Just wondering as I have never touched them. Yes, I know exactly how they work, so is it not just a personal choice for either more ships or better ships? Sorry, I can't seem to find who originally posted on this...
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December 22nd, 2002, 10:31 PM
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Captain
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Re: "Gamey" tactics like "Rock, none" races
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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
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).
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Not 20%, not 40% but 80%!
Take two identical, opposing ships. Set them at a distance from each other so that they each have a 50% chance to hit. In this situation its a crap shoot.
Now, give full training to one ship. Suddenly he gets 20% for ship training and 20% for fleet training. That modest 50% has leapt to a staggering 90%! But don't stop there. His defense has increased by the same amount causing his opponent's chance to hit to drop from 50% to an abysmal 10%! 'Nuf said. (Note that warrior and berserker status, aggressiveness and defensiveness have similar, though less compounded effects.)
In several spots in this thread, Geo said that its the player's skill that matters. I couldn't agree more! This game is so complex that it is player skill in using this complexity, that more than any other factor, win's the day.
[ December 22, 2002, 20:34: Message edited by: Grandpa Kim ]
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