
February 15th, 2004, 08:06 PM
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Join Date: Jan 2003
Location: Atlanta, GA
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Re: Wanted: Fair map for bash final
Quote:
Originally posted by tesco samoa:
perhaps a cut and paste then... thats a big thread
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Well, not THAT big...but since it was on the first page, I copied and pasted:
"Slynky vs Parabolize: 2402.7
Boundaries are being finalized and it looks like the map has been divided about in half. We're playing on the new mod by Geo (Balance 1.1). It changes the game a bit, I think...here is my take on it:
1 - Bear in mind this doesn't mean you will be placed "away" from each other...we started fairly close to each other...meeting around turn 6 or 7. So THAT is still a concern that everyone needs to remember.
2 - Yes, it's a bit unexciting as you enter a new system (neither of us took ancient) but it's nice to know you will have 4 planets waiting on you that you can use and ONE will be a breathable. The only unbalancing thing here is where they are located (sometimes, "my" breathable was at a far corner from where I wanted it to be but it's a small problem...hardly worth worrying about). Also, remember your opponent will have the same choices in where he goes and what he will have available. (in our game, we have different colony types, so we're not fighting over the same planets).
3 - All the planets are at the same percentages. This is nice and maybe, I say "maybe", makes things easier for the less skilled player. You see, the more skilled you are, the more likely you are able to forecast mineral needs ahead of time. However in this game, when you run low on something, you can just switch from research to minerals and now worry about it (as everything is at 100%). That helps me because sometimes, in other games, I find out I have missed my production prediction and have to scramble to keep shipyards running and have to make decisions on switching over the 90%'s to minerals or not...stuff like that.
4 - Medium planets give room for 3 facs. This make you use the choices wisely. If you build a lot of SY's, that doesn't leave room for much else. And not a lot of cargo space for platforms. So, the bulk of your planets will not be able to have many platforms. That is good or bad depending on how you play...but it's the same for everyone.
5 - No possibility of doubling or tripling training facilities. Of course, this is the same for everyone. Makes you think more about sensors and ECM!
6 - No worries about "moving" past "warped" points and falling into a hole (and croaking). Of course, most people took those chances anyway.
7 - I think there is less of a chance that people will take ancient with this balanced set up. That's either good or bad depeinding on how you feel about it. But, one of the reasons a person took (takes) ancient is to find the good planets. With this balanced mod, this isn't a worry. So, ancient has less value. I also wondered about the need for Advanced Storage as well...but took it anyhow.
All in all, your economic availability is the same as your opponent and you are left with your empire setup and craftiness to win. I suspect a lot of empires will be nearly the same so, that leaves craftiness...something that Parabolize is doing pretty well at."
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ALLIANCE, n. In international politics, the union of two thieves who have their hands so deeply inserted in each other's pocket that they cannot separately plunder a third. (Ambrose Bierce)
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