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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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quote: "last place on the totem pole" status so as to get the tech research boost |
Hrmm how much of a research boost is it to be last place? Or is this just a observation that may be from the global tech reduction effects?
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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Okay thanks, sounds like there's another micromanagement opportunity for me. 
Edit:
quote:
Some additional latitude uis given the program to increase or reduce costs by between 2% to 15% depending on the relative strength/weakness of the faction in overall research points per turn.
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Ran some tests on this in an extreme early game example. The comparision I did was 6 labs opposed to 1 lab. There was no tech difference in this instance. I wonder what they meant by this....
Last edited by Kody on 25-05-2004 at 10:48
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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Both drones & University can pop boom, while Hive and consciousness are unable to boom. It might be more fair to switch Drones and Hive around, then every pair has a pop boom impaired faction.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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Hmmmm
Maybe introduce a variant of something I tried a couple of years ago (and it worked like a charm then)
Each team starts with 1500 notional units of currency.
There is a sealed auction for start units, techs and early Sp's (faction bonuses still apply, so the Hive still gets its perim defense and the Uni still gets its free tech and netnodes, etc)
1 Colony pod is a given - everyone starts with a free one for each of their factions. Teams then have to buy everything else to start from the following shopping list:
> a scout or infantry probe (Angels only) costs 100
> a synthmetal sentry (Morgan only) or rover probe (Angels only) costs 125
> a terraformer costs 150
> each colony pod costs 200
> each tech costs 200 (can only buy their factions' starting techs)
> an early SP costs 500 (ME, HGP, WP, CN)
Thus, for example, the Drones/Uni team might spend their 1500 on:
an extra colony pod each..... 400
a scout apiece ......................200
Ind Base and infonets ..........400
HGP at University base .........500
whereas the Hive/Cyborgs might go:
an extra colony pod each..... 400
a scout apiece ......................200
a former apiece ....................300
Doc Loyalty ...........................200
Infonets ................................200
Applied Physics......................200
etc
The notional cash should always be enough - and then some - to let the team buy its "normal" start position with maybe an extra scout or perhaps a colony pod.
Too extreme for some?
quote: Originally posted by Kody
It might be more fair to switch Drones and Hive around, then every pair has a pop boom impaired faction. |
Good point, Kody. That would provide a better balance.
G.
Last edited by Googlie on 25-05-2004 at 19:47
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:36
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quote: Originally posted by Googlie
If we went smax for game #2 we could mix industry and research factions thus:
Drones & University (+2 IND, -2 RESEARCH) with (+2 RESEARCH, -2 PROBE)
Hive & Consciousness (+1 GROWTH, +1 IND, -2 ECON) with (+2 RESEARCH, -1GROWTH, +2 EFFIC)
Morgan & Angels (+1 ECON, -1SUPPORT) with (+2 PROBE, -1 POLICE)
The Angels' techshare ability makes up to a certain extent for that pairing's research imbalance
Might make for an interesting game
Maybe with a slightly beefed up AI - the Pirates on steroids - to cope with as well
G. |
Or how about allow each of your opponents to pick one of your factions ( using clones if everyone had a cult etc)-- I did this once and we allowed each player to name one faction they did not want to play before the opponents made their selections. (you could have zero or more vetos)
The point was to take people out of their favored or perceived stronger factions and the first strategy decision you have is to determine whta factions to give your opponents.
---
oh and on the pairings above, IMHO uni-drones would be a monster combo-- but I am biased as I have never loved the consciousness-- To me they always seemed a bit weaker than the uni
I think the morgan angels duo would be strong as well-- i wouldn't mind trying that pair--
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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So what do you think of Kody's proposal:
Hive & University (+1 GROWTH, +1 IND, -2 ECON) with (+2 RESEARCH, -2 PROBE)
Drones & Consciousness (+2 IND, -2 RESEARCH) with (+2 RESEARCH, -1GROWTH, +2 EFFIC)
Morgan & Angels (+1 ECON, -1SUPPORT) with (+2 PROBE, -1 POLICE)
or of Flubber's
quote: Originally posted by Flubber
Or how about allow each of your opponents to pick one of your factions |
So if it were the same 3 players, Jamski and Flubber would tell Chaunk what factions he was playing, subject to Chaunk being able to declare in advance the one faction he wouldn't play under any circumstances.
Maybe exclude the 2 alien factions from this exercise (LOL - give a player both the factions and he could never trade with himself)
G.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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The currency idea sounds interesting, though to keep factions balanced any faction that would normally start with two techs (Zak, Aki, Sven, Roze, maybe Fungboy) should have a corresponding advantage over any faction that normally starts with one.
If you actually have an auction, then we should place bids on each of the early SPs and whoever bids the most pays it, and gets the SP at that price. Some other mechanism that actually resembles an auction would also work to ensure that SPs are unique, and appropriately priced.
I'd be happy enough to play with two factions of my opponents' choosing. In that case, I'd veto Fungboy.
If we go with Kody's teams, I'd prefer the Domai + Aki.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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quote: Originally posted by Chaos Theory
any faction that would normally start with two techs (Zak, Aki, Sven, Roze, maybe Fungboy) should have a corresponding advantage over any faction that normally starts with one. |
That might be a rule for single-faction games set up this way (or if we go with the "foist a faction" set-up). In the above example, though, each pair of factions would start with 3 techs (if we postulate that the uni starts with 2 and has to buy both) so there'd be no disadvantage to any combo.
quote: If you actually have an auction, then we should place bids on each of the early SPs and whoever bids the most pays it, and gets the SP at that price. Some other mechanism that actually resembles an auction would also work to ensure that SPs are unique, and appropriately priced. |
I agree.
What would make this interesting, though, is the pre-start planning . Do I go with 6 colony pods and 2 formers, and accept the early tech stagnation and lack of exploring that scouts represent? Or maybe a colony pod for each faction and then bid 550 for each of the HGP and WP, perhaps, planning no rec commons for ages while colony pods get churned out thru nutrient terraforming.
I've always thought that the first ten to fifteen turns in PBEMs - especially if there a slow playing group - can be excruciating to play. Often the turn comes round a couple of weeks since you last played it and then all you can do is hit enter 'cos your 2 bases are still half way thru building the next 2 CP's. Anything that can be done to sustain interest in the early game, and present challenges, is to my mind welcome (hence the unusual start in the current 3 x 2 - makes you think and plan ahead - plus with only 3 players it will be fast moving)
G.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:36
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quote: Originally posted by Googlie
Each team starts with 1500 notional units of currency.
There is a sealed auction for start units, techs and early Sp's (faction bonuses still apply, so the Hive still gets its perim defense and the Uni still gets its free tech and netnodes, etc) |
Hmm, sounds like a Morganite scheme to corner the Energy Market to me! 
quote: Originally posted by Googlie
1 Colony pod is a given - everyone starts with a free one for each of their factions. Teams then have to buy everything else to start from the following shopping list:
> a scout or infantry probe (Angels only) costs 100
> a synthmetal sentry (Morgan only) or rover probe (Angels only) costs 125
> a terraformer costs 150
> each colony pod costs 200
> each tech costs 200 (can only buy their factions' starting techs)
> an early SP costs 500 (ME, HGP, WP, CN)
Thus, for example, the Drones/Uni team might spend their 1500 on:
an extra colony pod each..... 400
a scout apiece ......................200
Ind Base and infonets ..........400
HGP at University base .........500
whereas the Hive/Cyborgs might go:
an extra colony pod each..... 400
a scout apiece ......................200
a former apiece ....................300
Doc Loyalty ...........................200
Infonets ................................200
Applied Physics......................200
etc
The notional cash should always be enough - and then some - to let the team buy its "normal" start position with maybe an extra scout or perhaps a colony pod.
Too extreme for some?
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How about Rover CP's, Sea Formers, Sea Transports, and Sea CP's? I think they would be ideal to add to the list, IMO! Also, any chance of getting NL's added to the list, as well?
Overall this concept sounds like a very good idea! However, players like myself, Archaic, and Paul (who are very good at one Faction, and not as good at the others) might shy away from this format, given that no one would vote for us to get our favourite Factions....
D
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dacole
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I would like to be the third player if you still need one! Haven't played smax much...should be interesting. Like the bidding process myself, its great we still can come up with new ideas for games so long after it has been out!
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