RE: Game balance (no longer really very VV-related)
From: Oerjan Ohlson <oerjan.ohlson@t...>
Date: Fri, 04 Feb 2005 20:07:17 +0100
Subject: RE: Game balance (no longer really very VV-related)
Binhan Lin wrote:
>Probably the best method is to un-abstract point costs and make
different
>portions of the ship utilize different resources. For instance, FTL
and
>normal engines require Unobtanium. Nation A is lucky and has a source
of
>Unobtanium, Nation B has to import it's Unobtanium. Therefore, Nation
A
>could build a particular FTL/high maneuver design more cheaply than
Nation B.
>
>If Beam weapons require Quadlithium crystals as focusing elements and
>Nation A has no indigenous supplies, while Nation B does, then Nation B
>can build beam weapons cheaper.
>
>On average, the Point costs for the same ship design built by the two
>nations will be roughly the same (Nation A pays more for weapons,
Nation B
>pays more for FTL)
...until A concquers B's Quadlithium mines and thus becomes able to
build
both FTL drives *and* beam weapons cheaply, while the B survivors have
to
pay extra for *both* resources (or vice versa). When this happens, you
get
a Monopoly-style campaign: much gets more.
Regards,
Oerjan
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
-Hen3ry