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Having played in a few games recently, I thought I'd throw out a few ideas/thoughts that cover a gamut of topics that I'd be interested in getting a wider audience's perspective on. BTW - I forgot, in my last post, to throw some props towards those Wolfpack folks. I do appreciate you maintaining a game I truly enjoy and for putting up with sometimes emotionally heated dialogues from people who get pasted (i.e. me). Humility, on all sides, is a good thing to maintain. To the topics: 1) Rotating Updates When these were first introduced, I liked them. Why? Because I played from Australia where most of the "standard" update times were pretty inconvenient. This at least gave me a few updates that would be in a normal local timezone. As a single-ruler nation, however, I've discovered that these rotating updates are amazingly painful to cover (not to mention the math of many were simply beyond my alcohol-dumbed brain). For this reason, many nations, I believe, do end up co-ruling. However, this co-ruling was the same result for static updates that were inconvenient to European and Aussie players. So the only real losers here are single-ruler nations. Could we, therefore, go back to the update "norm" being static updates? 2) Defensive artillery (land-based) I've chatted with a few people on the idea of defensive artillery (i.e. return fire) having a greater range than offensive artillery. I believe this used to be in the game. I like this idea. Why did this not work? 3) The "anti" command I hate it. It's made life way too easy for invaders to roll one nation and move onto the next. An invadee only has 1 update of "hope" where his che can kick in and fight for the love of his nation. As soon as an enemy gains mobility, it's game over (typically) for those potential rebels. And it's more micro-management. Very annoying (but you have to use it if it's there). 4) Terrorists (aka land spies w/ "sabotage") Never have really used land spies before. Undecided as to their game value (i.e. I understand the role they play ala spy planes, but not sure they're really necessary? not explaining myself well, I'm afraid). But to further augment them with the ability to sabotage just annoys me. Perhaps I'm just tired of hearing about all the suicide bombers in the middle east (and I haven't had to hear about places getting nuked or strat bombed, so I'm still enamored with those ideas in empire) but do we really need this further offensively minded capability? 5) Treaties Any chance of revisiting the treaty command to try and accomodate the format/structure of NA's that are commonly used today? Obviously it can't reflect things like "don't muck with my ally", but for basics around non-aggression and duration, it should be feasible. Would anyone use this? 6) I'd like to revisit an idea that was previously discussed back in 92-96: Unit stacking limits Most "new" wargames I've played recently have a notion of stack limits (granted, my sample-size may be small). Empire seems to be the one exception. Now, it may be that I'm just jaded having recently faced some truly massive unit stacks, but they seem to completely throw the balance of things out of whack. Rather than throw out my comments about the whys and wherefores, I'd be curious to hear what other people's opinions on this are. Do you think it's good to have sectors with stacks of 80 units? Are stacks of 12 artillery a good thing? Would the idea that if I wanted to attack with multiple units, I would need multiple sectors to attack from, right? Do stacks aid an oppressor or a defender? Is it even feasible (Wolfpack bros) to implement stack limits on units? Should this also apply to ship-based "units" (i.e. do away with the 50 fb + 20 bb + 30 dd + 20 ls invasion fleets)? Okay - so I'll make one comment on this... or rather, I'll refer to a comment that was made by someone else some time again that I think reflects my current ponderings on this: >From Jim Ortlieb, Head Junkie of the CrackHouse, circa 1996: > Due to the changes in planes and the addition of land units, it costs > more to defend the same area. See, previously I could put 300 mil in > a sector and it was defended easily because the attacker needed > enough mobility to attack from the surrounding sectors. NOW, each > unit brings its own mobility into the fight. Thus, the "stacking > limit" which was once there is now lost. (We'll call this is the > mobility factor.) Thanks for any comments you feel up to offering.... Mr. Ed - Dottering Fool of Resvon
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