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January 24th, 2001, 09:04 PM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
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Emergency Build - Unfair
I have decided not use Emergency build when playing against the computer.
The computer doesn't use it,and it gives me a tremendous advantage.
I suggest everyone do the same until Aaron corrects this.
Doing this will make my games much more competitive and enjoyable!
[This message has been edited by Emperor Zodd (edited 24 January 2001).]
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January 25th, 2001, 04:25 AM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Emergency Build - Unfair
Actually he already changed it once and really toned it down. I know you still get a benifit from using it but there are also a few drawbacks. If you really need to build something quickly and your planet is in the slow mode you will be out of luck. I very rarely use it myself only if I have an emergency like an unexpected empire shows up at an undefended colony or I am building a ship that takes 3 or 4 years to build like the planet creator/destroyer types. I think if you limit yourself to use it in an emergency it isn't so bad, if you use it all the time though it would be too much.
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January 25th, 2001, 05:59 AM
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Sergeant
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Location: Wheaton, IL
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Re: Emergency Build - Unfair
I think it should be changed so that your slowdown period is twice as long as your emergency build period. For example, one fast year (200%) + two slow years (25%x2) is 250% total for 3 years, and will always cost you in total construction capacity in the long run.
Either that or your costs are doubled. Heck, perhaps both. After all, I don't think you should be using it unless it's an emergency!
At the very least, I shouldn't be able to get 11 fast build years and then have only 10 slow ones, which is another oddity with emer. build as it stands.
I also think you shouldn't be able to swap out what you're currently constructing with anything else and have all your resources to date apply to the new project with no loss. I mean, here I am working on a computer complex, and BAM, I change my mind and out pops a new space yard that would've taken me 5 turns. While I know it's a game and you don't need to restrict yourself to the contraints of reality, it's nice to be close once in a while. Now if only the real world worked that efficiently.
-Drake
[This message has been edited by Drake (edited 25 January 2001).]
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January 25th, 2001, 06:25 AM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
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Re: Emergency Build - Unfair
If the AI cant do it, we shouldn't be able to either. It should only be used if all the players are human.
Another thing I am not doing anymore,is putting fighters in Groups of less than 5.
I use to put them in Groups of 2. This would overwhelm PD's,since PD's can only fire once per round.
And of course I let the computer control my tactical battles,and use my quadrants which have few or no blackholes.
These changes,take away unfair advantages we all use against the AI,and then complain the AI is no challenge.
Now if we can only get the AI to concentrate it's ships within formations,and turn on cloaking!
[This message has been edited by Emperor Zodd (edited 25 January 2001).]
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January 25th, 2001, 11:34 AM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Emergency Build - Unfair
Well if you really want to be fair don't build anything at 90% of your planets most turns, never use other races to colonize planets that have the right atmosphere for them, never conquer another race, and never invade planets or capture ships. There has to be some limits on what we don't do just to make it "fair". Every game you play is unfair because the AI is playing it just like they did the first time without learning, so everything you learn about the game by repeated playing is unfair. Everyone has to set their own limits here.
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January 25th, 2001, 03:16 PM
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Corporal
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Join Date: Sep 2000
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Re: Emergency Build - Unfair
Adjust emergency production to 150% and the slow rate to 25%. As production is additive, you actually loose total output if you use EP in the long run (175% over two years = 87,5% of normal production)
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January 25th, 2001, 07:36 PM
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Private
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Join Date: Oct 2000
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Re: Emergency Build - Unfair
I agree that the Emergency builds have improved, but I still use it all the time because 200% + 25% > 100% + 100%.
I'd like to see it be 150% + 25% < 100% + 100%.
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Commander G
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January 25th, 2001, 07:44 PM
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National Security Advisor
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Location: Ohio
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Re: Emergency Build - Unfair
What about 175% + 25% = 100% + 100%?
That way over the long haul it gives you no benefit or penalty. But as a short term assist, hence the name Emergency build, it is still available.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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January 25th, 2001, 07:48 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Emergency Build - Unfair
The reason it probably still has a net plus is you can lose some if you emergency build something that takes an odd number of turns. For instance take the good old space yard normal build time 5 turns emergency build time 3 turns you lose that half turn in there because build times don't carry over to the next item. I am not saying it is completely balanced but I don't think its a game killer if used in emergencies not just all the time. That is up to individuals though its an option. I don't use it much but I would hate to have to wait 3 to 4 game years to build those stellar manipulation devices without emergency build.
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January 25th, 2001, 09:41 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Emergency Build - Unfair
Let me repeat my idea from another thread:
Why doesn't emergency build affect HAPPINESS levels like cranking up production did in SE3? Wouldn't it provide a reasonable disincentive to use emergency build if it costs one or two percent happiness per turn? People do get cranky and difficult when you force them to work 80+ hours a week... I presume that even aliens like to have time to spend with the kids/hatchlings/sprouts and the spousal unit so they can get their nookie. If it cost 20 percent happiness to go into emergency build for a year, you'd also get DIMINISHING RETURNS as the happiness level affected production bonuses. Does this not seem reasonable and realistic?
[This message has been edited by Baron Munchausen (edited 25 January 2001).]
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