This is a discussion thread for all participants, both players and
observers. I realize that the game is continuing, and if Jeff thinks
confidential things might be said this conversation can wait, but I
want to get peoples' opinions on the various powers, both from a
balance perspective and a fun perspective. I want to start the
conversation now, before too many people are eliminated and/or the
game is stale.
A disclaimer: Seeing as starting position and luck are very important
in this game, I think that several games will have to be played before
we can say with confidence that we really understand all of the races.
However:
One thing that makes me question the fun of the variant is the
possibility that some special powers appear more devastating than the
actually are. I know that both the Dominion and Borg were feared from
the outset of the game, which tended to lead to alliances against them
or at least containment of them. Maybe that was excessive?
Another power that I would question is the Romulan cloaking.
Obviously this particular game went ugly (hi Matt), but unless there
are powers I'm forgetting, Romulan units are basically ordinary units
and cloaking them means that a) no one knows where they are if you
don't tell them and b) they have to take your word for it. It seems
like a liability unless you have very close partners. Alternatively,
perhaps the thing to do is clock individual units strategically,
rather than have a blanket cloak policy?
I'm not sure how I feel about the Klingon power. I think that maybe
in this game it looked less dangerous than it turned out to be. Does
that mean we will all be super paranoid next game? Unnecessarily so,
perhaps?
I defer to others on question of the Federation and Ferengi.
Having (I believe) issued more individual orders than anyone else in
the game (thus far), I can say with some confidence that I have a good
handle on the Cardassians. Obviously, this has been possible due to a
combination of an early power play and some absurd good luck, so I
don't claim any great skill here. I don't necessarily think the
Cardassians are overpowered, though as with everything else more
testing is needed. I DO think that they are ludicrously fun to play,
as both the Flarmy power and the voluntary retreats are relevant to
every unit every turn. Building everywhere is just gravy. I wonder:
Do people who played other powers think that maybe they are unfairly
fun?
Just rambling really, and figured I might as well ramble in an e-mail.
Chris
I don't see any reason for you all not to talk. My only complaint is
that I can't participate in the discussion until the game is over.
Jeff
So I think the Dominion and Klingons and Borg all have appropriate
levels of strength, as do the Federation and Cardassians. I think the
Romulans are too weak, and I don't yet have an opinion on the Ferengi.
I need more data on the Ferengi.
- George
George Dahl wrote:
>
> I think the special powers are mostly balanced except that the Romulan
> ability is too weak. It is too easy to figure out where the units
> are, especially since they are revealed whenever they enter a SC?
> Even if it isn't a counting turn? That seems like one obvious
> improvement that could be made.
>
Being invisible in the very beginning is crucial to making good use of
the romulan ability, I think, and my error then was particularly
harmful.
The cardassian first turn bonus is very powerful. Cardassian austria
could take MUN or VEN by force and by surprise. Cardassian england or
turkey could support into ENG or BLK. Cardassian germany could
support into WAR.
Jeff
- G
This could even be extended to allowing the romulans to choose not
only the initial position of their units but their fleet/army status.
I think making the domionion stronger might be good. A simple way
would be some sort of fighting advantaged based on jem'hadar being
powerful. Or more interesting would be an intel bonus where for units
they've infiltrated the dominion actually gets to know what their
orders are before they submit their own. So if the ferengi order an
infiltrated unit A-B the dominion can take that into account when
submitting orders. This does require a two phase order process,
though, which is tricky.
The borg also might be too weak; I'm not sure. What would be cool
would be if they could adapt to technologies or learn from assimilated
races. For example, cloaking technology could be learned by
assimilating a romulan ship. This would probably be way too powerful,
though.
Jeff
> The borg also might be too weak; I'm not sure. Â What would be cool
> would be if they could adapt to technologies or learn from assimilated
> races. Â For example, cloaking technology could be learned by
> assimilating a romulan ship. Â This would probably be way too powerful,
> though.
>
> Jeff
>
What if we moderated their general power as well. What if when they
assimilate a unit they take the unit, but the former owner need not
continue to support it (gameplay-wise, effectively continue to
support it for the duration of the current year)? I think that would
make them less terrifying, especially early, and would allow them to
be pumped up with some other power instead.
A lucky assimilation might have really put them in a strong position
- G
The peculiar behavior of the klingons lately is due to their nature,
not to Q ordering for them.
>
> If the Klingon guess correctly, they can dislodge the supporting
> unit in a 2 on 1. Perhaps address this by not allowing the Klingon
> to dislodge a unit that is supporting a legitimate move against it.
>
Well, if we were to modify the klingon power, I would be interested in
seeing them having their strength in attacking balanced by fully
committing to the attack. If they make an attack and are attacked
themselves, they wouldn't count as occupying the space they were in
and would instead focus entirely on their target? If they failed
against their intended target they would offer no resistance against
attack. So if we had:
Klingon:
A - B
Other:
B H
C - A
then A gets into B and C into A, as usual. But if it were:
Klingon:
A - B
Other:
C - A
B H
D S B H
then A would fail in its attack on B, offer no resistance to C, and be
dislodged.
Hmm.
Jeff
I like the flavor of Borg assimilation being so scary that evacuating a supply center is preferable to risking assimilation.
- G
Also, Tom, are you saying that the dominion is too powerful? Or that
the infiltration power is too luck based? Or both?
-M
Chris Segal wrote:
> Hey gang,
>
> This is a discussion thread for all participants, both players and
> observers. I realize that the game is continuing, and if Jeff thinks
> confidential things might be said this conversation can wait, but I
> want to get peoples' opinions on the various powers, both from a
> balance perspective and a fun perspective. I want to start the
> conversation now, before too many people are eliminated and/or the
> game is stale.
>
> A disclaimer: Seeing as starting position and luck are very important
> in this game, I think that several games will have to be played before
> we can say with confidence that we really understand all of the races.
> However:
>
> One thing that makes me question the fun of the variant is the
> possibility that some special powers appear more devastating than the
> actually are. I know that both the Dominion and Borg were feared from
> the outset of the game, which tended to lead to alliances against them
> or at least containment of them. Maybe that was excessive?
>
> Another power that I would question is the Romulan cloaking.
> Obviously this particular game went ugly (hi Matt), but unless there
> are powers I'm forgetting, Romulan units are basically ordinary units
> and cloaking them means that a) no one knows where they are if you
> don't tell them and b) they have to take your word for it. It seems
> like a liability unless you have very close partners. Alternatively,
> perhaps the thing to do is clock individual units strategically,
> rather than have a blanket cloak policy?
>
> I'm not sure how I feel about the Klingon power. I think that maybe
> in this game it looked less dangerous than it turned out to be. Does
> that mean we will all be super paranoid next game? Unnecessarily so,
> perhaps?
>
> I defer to others on question of the Federation and Ferengi.
>
> Having (I believe) issued more individual orders than anyone else in
> the game (thus far), I can say with some confidence that I have a good
> handle on the Cardassians. Obviously, this has been possible due to a
> combination of an early power play and some absurd good luck, so I
> don't claim any great skill here. I don't necessarily think the
> Cardassians are overpowered, though as with everything else more
> testing is needed. I DO think that they are ludicrously fun to play,
> as both the Flarmy power and the voluntary retreats are relevant to
> every unit every turn. Building everywhere is just gravy. I wonder:
> Do people who played other powers think that maybe they are unfairly
> fun?
>
> Just rambling really, and figured I might as well ramble in an e-mail.
>
> Chris
>
>
I largely agree w/the Romulan critique -- it was something I had
inklings of before the game started, which were confirmed pretty rapidly
in-game. I do rather like the idea of giving them the Cardassian's
initial deployment ability, as well as the hidden deployment on any
in-country SC -- seems rather fitting, ST-wise, and could be a nice boost.
The only other races I'd at present be tempted to tinker with would be
the Dominion and the Ferengi. I think Todd's largely correct about their
abilities being interesting but on the weak side; likewise, I'm rather
sympathetic to the argument that the current nature of the long-term
Dominion threat almost ensures they're going to get heavily targeted in
the early game, precisely so that people don't have to worry about the
threat maturing.
In terms of fixes, I've not really sat around and pondered this overly
much -- I do like the idea of limiting the randomness, as well as the
duration, of the infiltrations, as I think that'd contain the threat
posed by the Dominion enough so as to give them a fighting early-game
shot, while still making them quite enjoyable to play.
-M
PS: It's nice to be back!