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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:36
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Ok you beat me. Is it really worth doing the specific base attack and intrinsic base defence? I think start simple with some reasonably balanced looking possibilities and see how it goes.
The only main thing that jumped out at me upon reading the initial rules (and I have a useless knack for these things) was that expanding was too powerful. In NW there is the city cap, and a structure whereby someone can't defend a big empire without always deflecting.
Here in your original rules you could build a big fleet, defend, and if someone attacks and wins, big deal you lose 1 base! If you tweak to base capture in some form it seems more attractive to attack.
Only thing is deciding what to do about players mopping up after 2 others had fought. Also how to divide the total should 2 players attack.
How about if you win the fight you take one base? We can then tweak the BP it yields later when we see how it works, and there are no complications with 2 attackers unless there is only 1 base.
Last edited by DrSpike on 26-05-2004 at 03:06
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ravagon
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Australia
Sep 1999 time: 13:36
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Ah. Understood. Didn't realise repair costs were 1 BP for everything.
So the only really pointless ship then is the cruiser?
ie: You can't use it when it's damaged and the 1 BP rebuild cost (in addition to losing the 1 hp in battle) is identical to the cost of replacing a frigate.
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