@Tom+N: It will change what and when you build ships assuming you adapt by changing what you think you can build before the Ship Limit is hit... which as Martinr mentioned... still happens. If you reduced the number of planets, or the gaps between them, slowing economic development results in Ship Limit being hit later... just like less Races in a game would.
What I am interested in... is a sweet spot that results in 999 never being reached. Part of the problem is the race to the Ship Limit... basically the hoarding of 'slot-fillers' has to cost more than the reward enough that it becomes known as a bad idea.. and then with a lot of time, players habits will change. There will always be those that try anyhow, or just join us fresh from playing VGAP3 with the classic 11 player race to the Ship Limit.
PLS is nice... it will help accomplish the above a lot easier by limiting how many 'slot-fillers' you can hoard... so that at least one player can't ruin it for all... or the more likely case, some Races will always result in more ships... Lizard Hissing, probe scouts, Gunboat "picket line" to spot and Intercept incoming Horwasp Rocks, Lady Royales, etc.
Lowering mineral density for example will slow the Ship Limit race... however that tends to hurt Feds and boost Lizards.
I recently tried reduced native probabilities to weaken Horwasp and Cyborg, as well as debuff the Advanced Bioscanner in my Nebula filled, low Scan Ranges Sector prototype I'm playing with... 'me no likey'.
Maybe from 55 to 50... but 25... ack!
So now I think improved Native Governments... helps everyone but Horwasp (right?) and Cyborg less so, but at the same time boosts their early game if you think about it... more easy cash is not what Cyborg need at this time! _ _ _
I played a replacement position in a Team game with a 400 Ship Limit. Five teams of two, 400 Planets; http://play.planets.nu/#/sector/172941
I was interested to know what they thought of the 400 Ship Limit... my opinion, which I can confidently say they shared, was less ships was not fun. _ _ _
500 Ships / 11 players = 45 per player
400 Ships / 10 players = 40 per player
Look at any game you've already played... what five ships would you not have? Obviously you'd do things differently... but I think you get what I'm getting at. _ _ _
I should bring up that at one point... that in a 999 Ship Limit Sector, whomever tried to build ship #1000... would actually build it... but when the system goes to assign a shipID#... -poof-!
Very likely this info is out-of-date, if you see me using disclaimers, it's my way of saying either test it to be sure, or see if someone 2nds or counters it. |