I would propose a maximum capacity of 10'000 colonists, 200 food, 200
med units, 200 supplies and megacredits. It would be colonists only,
no crew/troops/hg.
I think this would help to get rid of a fair bit of micromanagement in
the early part of the game.
I believe it would be easier if there was an option to load a Life and
Resupply pod simultaneously (ie load Life, load Resupply, and launch
both together.
Alternately, I would prefer the Pod screen to keep the last load for
each of the Pod types (regardless of base). That way when you were
sendout out colony setup pods (generally identical), you would just
have to select the target, Select Life, Launch, Select Resupply,
Launch, repeat. *MUCH* less micro.
I think it's a good idea, obvious when you think about it (all the best
ones seem obvious in retrospect).
I think an unspoken point of Shard's is that it saves a lot of money too
- extra pods cost significant income at the start of a game.
I have only one quibble:
>> I would propose a maximum capacity of 10'000 colonists, 200 food, 200
>> med units, 200 supplies and megacredits. It would be colonists only,
>> no crew/troops/hg.
I would say 2,000 colonists, ie far less than 10,000, but still enough
to build some mines. The reason is that a Privateer base with 10,000
colonists causes problems for nearby players. Also you need to be
careful not to give them more opportunities to set up even more coves
etc with their evil speed 120 pods! (Although coves cost 500mc each,
anything that makes it significantly easier for THE SCUM to operate is a
bad idea.)
--
KlingonKommand
I would compromise with 5000 colonists, enough for 50 mines.
Lord Lancelot