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July 24th, 2002, 01:38 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Balancing Intel
While I would haved no problem with you making these changes if you wish, for the most part they aren't that big of changes. I'm not sure you would see much differance. Also, keep in mind because of the way Counter intel works, making a project more expensive will also make it harder to defend against.
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Originally posted by spoon:
Cargo Maint. Trouble (does this one even work?)
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I think so. Do you have some reason to think it doesn't?
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Comm Mimic Remove. (or make it so you can only send General Messages (but you get to write the message))
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This would be cool. Very cool. This is really the only one of these suggested changes that you couldn't do yourself in a mod.
Geoschmo
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July 24th, 2002, 01:55 AM
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General
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Join Date: Nov 2000
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Re: Balancing Intel
Bringing the population loss down to 5 million is essentially the same things as saying "Don't bother with this, it's useless." Build population transports and move them away from your homeworld.
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July 24th, 2002, 02:02 AM
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Shrapnel Fanatic
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Re: Balancing Intel
100 million is way, way too much. That project (along with Cargo Bombs and Crew ConVersion) can be easily used to prevent large numbers of planets from ever having population.
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July 24th, 2002, 02:23 AM
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First Lieutenant
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Re: Balancing Intel
Geo - the point is not to completely overhaul the system, because for the most part like it. It's the troublemaker projects I want to deal with, and I think these changes would make a significant difference:
Resource Procurment -- Increase cost -- 30,000; Decrease effect 5000 of each --> this increases cost by 50%, and halves the effect
Food Contamination -- Decrease effect to killing 5M population (instead of 100M). Or increase cost: 100,000. --> this reduces the effect by 95%
Puppet Political Parties -- Remove --> reduces effect 100% (hehe)
Trade Distruption -- Decrease effect to -5% trade, or remove --> reduces effect by (up to) 75%
Crew Insurrection -- Remove, or give it a chance of failure (50%) --> reduces effect by 50%
Graeme Dice - What level would you suggest? Note how effective it would still be against new colonies and colonies with abducted alien populations that you can't easily replenish.
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July 24th, 2002, 04:09 AM
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Lieutenant Colonel
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Re: Balancing Intel
Quote:
Originally posted by spoon:
Crew Insurrection Remove, or give it a chance of failure (50%)
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It doesn't have a chance for failure already?
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July 24th, 2002, 04:25 AM
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General
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Re: Balancing Intel
You didn't even address the biggest balance problem in the intel system: You can 'attack' someone the instant you meet them. There's no need to learn the culture, establish an intelligence network, or anything like that. You just start pumping out 'intel attacks'... hrm?
After that of course,is the har dlimit of 12 projects. You can be a bigger 'intel power' than all the other players in the game combined and you are still bound to 12 projects at a time. Yech...
If these problems could be changed than many of the other 'problems' in the intel system could be balanced out.
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