Rules and Strategy for our beloved game
Hi all,
I noticed that the Evil Empire is usually the last race to get picked, and many times it's dropped early in the game.
Do you think guys it'd be a good idea to boost somehow that race to make it more attractive to players? I don't know, yo don't want to make them too powerful either, but I have the feeling nobody wants to play with them...
Any ideas or suggestions?
Do you think guys it'd be a good idea to boost somehow that race to make it more attractive to players? I don't know, yo don't want to make them too powerful either, but I have the feeling nobody wants to play with them...
I guess that mostly depends upon whom you're fighting against. Empire against Fed or Borg doesn't sound like an unfair match? Empire has little to counter cloakers, and a little disadvantage for building fighters compared to Bot/Rebel/Colony.
But then I wouldn't rate myself a strong player to give an ultimate judgement on this case. But I don't have any problem with picking Empire.
--Stefan
The empire lacks the means to fight cloakers in general and the pirate in the first place. in plist, I would suggest anticlocker or glory at level 2-3
Tulgas in Evil Empire:Do you think guys it'd be a good idea to boost somehow that race to make it more attractive to players? I don't know, yo don't want to make them too powerful either, but I have the feeling nobody wants to play with them...
I guess that mostly depends upon whom you're fighting against. Empire against Fed or Borg doesn't sound like an unfair match? Empire has little to counter cloakers, and a little disadvantage for building fighters compared to Bot/Rebel/Colony.
But then I wouldn't rate myself a strong player to give an ultimate judgement on this case. But I don't have any problem with picking Empire.
--Stefan
Those are good ideas. Also, the lack of economic advantages combined with expensive ships I believe turns a lot of people down...
The fact is, that for whatever reason, most of the times it's the last slot to be filled.
The empire lacks the means to fight cloakers in general and the pirate in the first place. in plist, I would suggest anticlocker or glory at level 2-3
streu in Re: Evil Empire:Tulgas in Evil Empire:Do you think guys it'd be a good idea to boost somehow that race to make it more attractive to players? I don't know, yo don't want to make them too powerful either, but I have the feeling nobody wants to play with them...
I guess that mostly depends upon whom you're fighting against. Empire against Fed or Borg doesn't sound like an unfair match? Empire has little to counter cloakers, and a little disadvantage for building fighters compared to Bot/Rebel/Colony.
But then I wouldn't rate myself a strong player to give an ultimate judgement on this case. But I don't have any problem with picking Empire.
--Stefan
Hi, in Plist 3.2 the evil empire ia able to develop some nice ships - a good jumpship and a anticloaker. This race has a lot of potential - if not attacked by cloakers in the first half of the game the ability to fly death stars becomes the dominating matter. If you attack with two death star carriers a bigger fleet the others loose 3 battleships and in most cases you stay with one death star. Meaning you get around 2000 building points and the opponent only 1000. eveb if you loose you will get building points because your enemy will always loose a ship to kill a death star. If the game lasts longer the effect becomes stronger and will become the winning cause. But being attacked early - the empire is quite weak like the Borg.
Greetings
Stefan
All that is true.
It looks like they have a bad marketing team, though
Hi, in Plist 3.2 the evil empire ia able to develop some nice ships - a good jumpship and a anticloaker. This race has a lot of potential - if not attacked by cloakers in the first half of the game the ability to fly death stars becomes the dominating matter. If you attack with two death star carriers a bigger fleet the others loose 3 battleships and in most cases you stay with one death star. Meaning you get around 2000 building points and the opponent only 1000. eveb if you loose you will get building points because your enemy will always loose a ship to kill a death star. If the game lasts longer the effect becomes stronger and will become the winning cause. But being attacked early - the empire is quite weak like the Borg.
Greetings
Stefan
I think the Empire is pretty cool, but you all are right, when I have the choice between the heavy carrier races, I would always consider Bot or Colo as the more attractive ones. Whenever I pick the Empire, my first thing is to find an ally who is capable of good support. I know thats a weak move, but it's just honesty
Matt
All that is true.
It looks like they have a bad marketing team, though
Hi, in Plist 3.2 the evil empire ia able to develop some nice ships - a good jumpship and a anticloaker. This race has a lot of potential - if not attacked by cloakers in the first half of the game the ability to fly death stars becomes the dominating matter. If you attack with two death star carriers a bigger fleet the others loose 3 battleships and in most cases you stay with one death star. Meaning you get around 2000 building points and the opponent only 1000. eveb if you loose you will get building points because your enemy will always loose a ship to kill a death star. If the game lasts longer the effect becomes stronger and will become the winning cause. But being attacked early - the empire is quite weak like the Borg.
Greetings
Stefan
Whenever I pick the Empire, my first thing is to find an ally who is capable of good support. I know thats a weak move, but it's just honesty
these are strange words. I've been playing planets for over 25 years, but I can't name a single self-sufficient race. Yes, I love playing as a pirate - but I know perfectly well how defenseless a pirate is against some other races for a single game, the empire only lacks at least some protection from a pirate. everything else will depend on the skill of the player, the skill and races of neighbors, and the wealth of the planets.
In our group of friends we have played with and discussed this issue quite a lot. We have decided to change the settings to
50 free fighters per base per turn (the minerals still have to be paid).
Also, we increased the cargo of the Super Star Destroyer.
We were really happy with these changes.
I can only recommend to do the same page wide.
In our group of friends we have played with and discussed this issue quite a lot. We have decided to change the settings to
50 free fighters per base per turn (the minerals still have to be paid).
Also, we increased the cargo of the Super Star Destroyer.
We were really happy with these changes.
I can only recommend to do the same page wide.
What if we gave Empire and Rebels more powerful fighters?
Streu: I see that in the current configuration of Lupus and Titan, The Empire receives 10 free fighters, instead of the 5 provided by the old host Tim. Was this done to mitigate Empire's palatability issue?
Giuseppe
Streu: I see that in the current configuration of Lupus and Titan, The Empire receives 10 free fighters, instead of the 5 provided by the old host Tim. Was this done to mitigate Empire's palatability issue?
10 has been the PHost default since pretty much forever. If anyone put some brainpower into that, it wasn't me
--Stefan
Going back to my proposal for rebels and empire.... What if we give "ExtraFighterBays" = 2? Or alternatively "FighterBeamKill"/"FighterBeamExplosive" = 3 ?
It would increase the effectiveness of the ships
One thing I don't understand, the disaffection for rebel and empire happens only in original version ships or also using Plists?
Giuseppe
Greetinx
In my mind EE and Rebel are not weaker, they are just not as easy to play as other races. This might be the reason why they are being picked last most of the time and/or often do not show up in the top score. Just my two cents...
Cheers,
Mike
Going back to my proposal for rebels and empire.... What if we give "ExtraFighterBays" = 2? Or alternatively "FighterBeamKill"/"FighterBeamExplosive" = 3 ?
It would increase the effectiveness of the ships
One thing I don't understand, the disaffection for rebel and empire happens only in original version ships or also using Plists?
Giuseppe
... Not having (enough) ammunition is very frustrating. And 100 MCs are ridiculous. Especially when the Empire doesn't find good native planets within 2-3 turns reach.
More free fighters is an easy fix.
Improving the awesome ship design Super Star Destroyer is even better. We gave it more cargo and an extra fighter bay. Also an extra fighter bay for the Super Star Cruiser.
Every race has its ups and downs. EE is strong towards the endgame, but needs to survive until then. Since planets is supposed to be a team game, find a partner that erases your weaknesses. Who wouldnt want to have the EE as an ally? Easy task. If you attack your enemies and need more fighters, always send a large freighter with all materials for a base and you will have a good setup. Hyperjumpers will transport money for fighters. And the Rebels - good allrounder, planet immunity is superb. It's been a while since I played them, but surely will again.
However, I think we could increase the free fighters for the empire race (from 10 to 30 or 50), in order to make it more attractive. I don't know if the problem concerns only the Tim list or also the Plists, but I see that of the 6 rounds currently joining, for 5 of them the empire has not chosen anyone.
The alternative is to start without evil empire, and it seems to me a sad thing.
Giuseppe
However, I think we could increase the free fighters for the empire race (from 10 to 30 or 50), in order to make it more attractive. I don't know if the problem concerns only the Tim list or also the Plists, but I see that of the 6 rounds currently joining, for 5 of them the empire has not chosen anyone.
One thing that I'd like to point out is that "free fighters" are not actually free.
10 free fighters means starbases consume 30T, 20M each turn. Especially during the ramp-up phase, when trying to max out on ships, this can be pretty annoying. With 50, that would be 150T, 100M, i.e. about one Super Star Destroyer's worth.
After the ship limit, this is no longer a problem (or, at least, a much smaller one). But at that time, the 100 mc for a fighter do not hurt you so much as well.
--Stefan
Well yeah. Just don't take them away and you loose the fixed amount of 120/80 at your HW and 180/120 for any other SB. But that's for the SB-fighter limit and has very little to do with the free fighters per turn.
Of course you gotta think about wether you need the fighters or the ships in the initial phase.
Just my two cents.
Enable to build fighters on ships, like robot/rebel/colonial?
Anyway ok, I'm just sorry to see the empires never get picked. If they are not chosen, we will start without them.
Giuseppe
Actually, Titan22 has both unpopular races, the Empire and Rebel slots filled but somehow the remaining slots for Klingon and Robot do not fill. Anyone still some time left to join?
Also, If I were recalling the people involved in the discussion around the Tequilla Game correctly there was strong interest by a particular group and this group seemed to have signed up for the game. Are there concerns to launch it despite the open slots?
In general, I could imagine other players rather joining late once they know the Game actually runs and there ist no waiting time.
Just my five Cents.
Cheers Terraner