You may very well be right. Or, you may be wrong. Planets+20 is a good idea to try, too. The important thing is that we try a few of these to check for unintended consequences. Frankly, until we try a few games with each variant, no one really knows.
Like other proposals, mine is only an educated guess. I have designed and I sell variants to wargames, so I do have some experience with making game variants. But, in the end, it is all a guess.
However, I do KNOW this. I have been in multiple games where people said good-bye, that they were leaving the game because they have not built anything in 20 turns. I look at their profile and, after being in 4-6 games, they leave the site permanently. We need to try something, NOW.
Now, as to your particular point, you may be right. That is one reason I have, in my game, Max Allies = 0 and Minimum Rank = Commander with a turn limit of 100. My hope/belief is that we will have a real donnybrook and people will be working for themselves. I know that if you give me, say as the Feds, 70 Gorbies, I will soon have my own empire, sorry about yours.
On the other hand, I foresee problems with Planets+20. This will be a smaller number for a cap and, while the bigger races will build big ships slower, they will eventually catch up.
My thoughts on PLS-70 is this: With a minimum of 70 ships, each races can develop strategies knowing any small losses can be easily replaced.
Fascists: Send all the Gorbies you want - 10 Nefarious will destroy any fleet you send if you bunch them up. If you spread them out, my cloakers, glory devices, and Vickies will destroy you piecemeal.
Privateers: Just build minefields and you will be protected, right? After all, every Meteor killed in a minefield is a ship slot lost forever. Not now. Privateers can build groups of cheap W7 Meteors and risk losing a few to mines. Every time you see a Meteor blow up in your minefield, you have to think, "Did 1 or 2 or 10 others get through the minefield?"
Fascists and Lizards: Unless you are building those SB's for these 2, you better have a zillion clans on them; or, cheap, expendable packs of Coldpains/LCC's will come calling, hopefully sending you a thank you note after moving into the SB you built for them.
The point is, for the smaller races, they need a certain constant minimum number of ships to work with so they can develop and perfect strategies, counter strategies, and general mayhem.
I could go on and on with strategies that may (or may not) work. Well, maybe except for the Feds. Any PLS system may hurt them. Oops, there I go being negative (grin). They do seem to have an obscene amount of money in my limited experience. With the SB cash transfer system of the Campaign system, maybe their benefit could be that they can always build at the exact point of necessity. "They're attacking in the north. Quick, wire 100,000 MC for minefields, stiffening SB's, and building ships at that spot." "We are making progress in the south and just built a new SB in captured territory. Quick, send 100,000 MC to defend the SB and build replacement ships."
I hope we have multiple hosts trying different PLS configurations. Only then will we have a better idea what works.
I am hosting a PLS-70 Qualifying game with minimum rank of Commander:
http://planets.nu/discussion/2014-classic-qualifying-game-pls-70
Mule is hosting a PLS-70 game with no minimum rank.
I hope someone hosts some other configurations, including Planets+20.
I know what won't work:
"This is better." "No, this is better" "No, this is better" "No, this is better" "No, this is better" (3 years later) "No, this is better" "No, this is better" "No, this is better" "No, this is better"
and so on. |