04-12-2011, 03:28 PM
(04-12-2011, 01:35 PM)prozenfeld Wrote: REASONING: Having a habitable planet in a home system gives the player an unfair advantage.
I am inclined to believe that the stars are full of uncertainty. Do the stars guarantee equality to all those that reside amongst them?
I could have a dozen habitable planets in my home system, but that doesn't mean that I know how to colonize them. I have found many planets, thus far, but have colonized none.
Didn't the Romulans have two homeworlds?
(04-12-2011, 01:35 PM)prozenfeld Wrote: 2) Increase jump difficulty over longer distances. My proposals include:
- change mishap formula to use distance^3 instead of distance^2
- limit FS (Fail-Safe Jump Unit) usage to one per jump
You may consider offsetting these changes by increasing the number of wormholes in galaxy and/or lowering the minimal wormhole distance requirement.
REASONING: In the midgame, with GV >> 20, whole galaxy becomes reachable without issues, making surprise all-out attack the most effective (but boring) conflict solution. The above changes will not rule that strategy out, but will require more planning and increase logistics difficulty.
I would think that a greater issue would be addressing the entry level appeal issues. In its present form, I think that player dropouts will be common, particularly in the early phases of the game - thus rendering the mid-game fairly moot, for them.
I encountered another race/species, this turn. It proved to be a very stale experience.
What are the advantages of a non-surprise attack over a surprise attack? Why would a player want to fore go launching a surprise attack?
It seems to me that it would be desirable to increase the likelihood of surprise attacks occurring. Perhaps it might be helpful if the war/battle cannot be concluded quickly and easily, once a surprise attack is committed to.