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Multi player issue/balance

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12 years ago
Aug 9, 2012, 1:52:49 AM
Currently multi player has some issues and I think it is worth discussing them. The devs have been very active in fixing things so if there are things all/most of us agree on then maybe we can get them added. This is going to be my opinion so obviously you might not agree but that idea is to give a starting point.





Admin heroes are much more powerful than others and difference between having zero and one is huge. The boost you get to new systems in building the basic improvements accelerates everything. I don't really see how you could stop a rush from someone with a hero when you don't have one and they don't need wormhole tech to attack you. They will have something like double your production which is rather unreasonable. Players seem well aware of this with people often leaving because of not starting with one and I can't really blame them. A reasonable solution would be to have the game always generate one admin one corporate and one commander hero to start with.



System balance there should at least be an option for an equal number of worlds nearby before wormhole tech. Something like 4 player normal map having 4 systems for each player with 16 in the middle connected by wormhole. These systems would then but roughly balanced something like at least two non home world systems having at least one of terran/ocean/jungle/arid/tundra.





They very first game had me with 2 admin heroes and six systems with another player having 3 and no heroes and I couldn't really blame him for leaving.
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12 years ago
Aug 9, 2012, 1:23:33 PM
Heroes just need a period in the beginning when they are not available to recruit. I think having the first 20 turns without heroes would fix the power of the admin hero.
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