[Dip Space Nine] [Meta] As the game rolls on...

0 views
Skip to first unread message

Chris Segal

unread,
Jan 29, 2010, 2:16:09 PM1/29/10
to startrek-...@googlegroups.com
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

Jeff Kaufman

unread,
Jan 29, 2010, 2:21:40 PM1/29/10
to startrek-...@googlegroups.com
Chris Segal wrote:
>
> I realize that the game is continuing, and if Jeff thinks
> confidential things might be said this conversation can wait

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

Chris Segal

unread,
Jan 29, 2010, 2:22:52 PM1/29/10
to startrek-...@googlegroups.com
Oh, I think you could weigh in so long as it was neutral, and based on
your sense of powers or moves that happened years ago.

George Dahl

unread,
Jan 29, 2010, 2:23:07 PM1/29/10
to startrek-...@googlegroups.com
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.

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

Jeff Kaufman

unread,
Jan 29, 2010, 2:37:00 PM1/29/10
to startrek-...@googlegroups.com

Some thoughts about the very beginning of the game:

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

Joe Grimm

unread,
Jan 29, 2010, 2:40:36 PM1/29/10
to startrek-...@googlegroups.com
The Cardassian first turn ability seems more Romulan in spirit, and would probably hugely increase the strength of the Romulans. Perhaps too much? Is it essential for the Cardassians? (I think not)

George Dahl

unread,
Jan 29, 2010, 2:50:16 PM1/29/10
to startrek-...@googlegroups.com
I agree that giving the Romulans more abilities that lets them reduce
the location information extant about their units is probably a good
idea.

- G

Jeff Kaufman

unread,
Jan 29, 2010, 3:02:48 PM1/29/10
to startrek-...@googlegroups.com
George Dahl wrote:
>
> I agree that giving the Romulans more abilities that lets them reduce
> the location information extant about their units is probably a good
> idea.
>

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

Todd Nelling

unread,
Jan 29, 2010, 3:07:59 PM1/29/10
to startrek-...@googlegroups.com
*People were targeting the Borg? I don't remember this, and I don't know why. They are not scary. It's possible that the Klingons are particularly good at nerfing their ability, but think about how many retreats there are per game in a regular game- a couple per season (if that) across the whole board. If it were 2 per season (very high), then that means on average the Borg are causing 1 retreat for every 3.5 seasons, or just over 1 every two years. Except that unlike in standard, not only will people be less willing, on average, to help them dislodge units (and many dislodgements only happen because countries are cooperating), but also people know that the Borg have the ability, and will take precautions. True, those precautions are part of the edge, but compare this to the utility that some of the other races get every season from their abilities. The Borg are weak.

Regarding Jeff's idea... if assimilated Borg units kept the abilities of their original race, that might help, but it also might be super confusing. At least we already have icons to handle it =D But the real problem, I suspect, is that at the end of the day, the Borg are never going to be doing much assimilating to begin with.

*The Romulans are too weak. The SC thing could help, and though I doubt it would be enough, it's imperative. It's ludicrous that the Romulans can't sneak attack an SC- what's the point of stealth if you can't use it for the most critical operation?

I agree with Joe that, thematically, the Cardassian first-turn ability could be changed to the Romulans. I think it would make a huge difference, because the number of options for where those invisible units are would go off the charts, and the initial uncertainty is what might allow the Romulans to actually have some uncertainty down the road. Ordinarily, I'd be inclined to say that nothing that only applies the first turn is going to fundamentally change things, but this might be an exception.

*Speaking as the Ferengi player, the best thing about them is the SC bonus. The trader power seems like it has potential, but it has very limited practical use. You can use it to do a blitz-stab on someone who's relatively far away, but you have to do it in the fall, and you can't take any centers, which is a terrible way to go about stabbing someone. You can use it to redeploy units from one front to another, but this is mostly only useful if you've already won a big war (in which case, the hard part is behind you), or if you're already screwed (fighting on more fronts then you want to be/can handle). You could definitely use it to be super obnoxious to another power, sneaking through their lines and threatening them in a way they can't really deal with, but only at the cost of massively compromising your own defenses, unless you're already so big that, again, the hard part is behind you. The one really potent thing I can see doing with it is breaking a stalemate line, and that's definitely nice. But it doesn't have the turn-to-turn utility that the Klingon, Cardassian, and Federation powers have, to help you get big in the first place, nor is it the threat that the Dominion power is. And besides, the Klingons are probably just as good, if not better, at breaking a stalemate line.

*Branching off that, it seems to me that the tiers of strength are something like:
1. Klingon, Cardassian
2. Federation
3. Ferengi
4. Romulan, Borg

I leave out the Dominion because I think that's the one we have the least data on. There was a concerted effort to take down the Dominion from the very start (ahem), and the Klingons, who are about as good as can be at attacking, were not only involved, but were lucky enough never to get infiltrated, so I did not get a good sense of how powerful the Dominion is under "normal" circumstances.

It's hard to say what the effect of giving the Romulans that boost would be without playing it, but I'm guessing they'd be better off then the Ferengi.

*Another thing Matt and I discussed awhile back was changing the supply rule to have the Ferengi a permanent +1 after '02 (maybe having it tied to a particular center, maybe getting to re-pick during the winter, but if it gets captured before you can re-pick again, you lose it, maybe something else), and everyone else normal. I suspect the rule was partially designed to keep a lid on the number of crazy powerful units running around (particularly in the case of the Klingons), but it would help the powers that get beat up early not just die immediately.

*Overall, I like the fact that this variant gave us some variety from standard (I know not all of us have played a lot of standard, but I don't think I'd have been much interested in a game of it) without requiring that we hunt down players who aren't necessarily interested or committed (there are those who incorrectly assessed their ability to commit, but that is another issue, and not so easily avoided). On the whole, I think I'd enjoy a large map variant with a full complement of engaged players more, but that's a difficult (impossible?) thing to pull off. And I'd be willing and interested in playing this variant again, with some tweaks (mostly the Romulan ones).

Chris Segal

unread,
Jan 29, 2010, 3:11:06 PM1/29/10
to startrek-...@googlegroups.com
On Fri, Jan 29, 2010 at 3:02 PM, Jeff Kaufman <je...@alum.swarthmore.edu> wrote:

> 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
>


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.

Tom Emmons

unread,
Jan 29, 2010, 3:12:52 PM1/29/10
to startrek-...@googlegroups.com
Of note, I still haven't gotten a single assimilation this game.

The borg really need a quick start in order to be useful. If I had gotten an assimilation turn 1 I may have been more successful. I do feel that later in the game, my power kinda pales compared to other races. Part of that is that I was never in a situation where my immunity from the dominion came into play.

I do think the Klingon are a bit overpowered, though. I can think of two specific situations .
First, if you look at the turn where Jeff moved Budapest to Romania and Serbia to Black sea, I had to use 4 units to simply defend against those 2 units. True, had I been in a better position I may have been able to use my ability to counteract that. But, even so, it still would have taken at least 3 units to deal with the problem. A possible solution there, that I think is in line with the power, is that cut support counts as 1/2.
Another area for the Klingon that may be worth addressing is the situation where I have 2 units against 1 and want to support into the Klingon unit. I can do a supports b - c or b supports a - c. 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.



On Fri, Jan 29, 2010 at 3:02 PM, Jeff Kaufman <je...@alum.swarthmore.edu> wrote:

Todd Nelling

unread,
Jan 29, 2010, 3:26:52 PM1/29/10
to startrek-...@googlegroups.com
Because I wasn't very creative in the way I thought about it when I first ran across it (and because I didn't think about it much and just thought to myself, "boring", because it was only one line of text), I thought the Klingon power was really only about bashing through simple, straightforward one v ones (like Trieste/Venice at game start). I think this is what you're describing, and I think changing the Klingons to that would make them horrible.

They are quite powerful as is, but they have their limitations. It's hard for the Klingons to form effective alliances, because they don't get much gain from being supported and don't want to waste their time supporting. They also have a hard time maintaining peaceful borders, because bouncing with other powers doesn't work properly. And while their attacks are powerful, it creates a lot of zany tactics for them, in which they can end up succeeding in an attack that they don't actually want to have succeed (which is both highly appropriate and highly amusing). This has already happened several times in the game, when Chris was in Galicia, and Joe had to wonder whether he could risk attacking it and potentially dislodging Chris into Vienna or Budapest. While the way in which Joe has surged back and forth across different areas of the board has been partially a result of his personal style and the diplomatic environment he's been working in, it's also partially a result of the Klingon ability- they aren't good at playing defense, and they aren't good at it's hard for them to resist full-speed-ahead on the offensive, even when they're under threat back home, which is why we saw Joe basically set up shop in Italy for awhile. I actually think that the Klingon ability, as it stands, takes home the prize for doing the best job of capturing the spirit of its race not only in terms of the functioning of individual units, but also in terms of its influence on the way the power behaves at a higher level, and I'd be very sad to see that changed.

(Though the Cardassian ability to sit around and wait for you to commit for or against them before they have to do the same during the retreat phase is pretty brilliant, too)

Chris Segal

unread,
Jan 29, 2010, 3:37:33 PM1/29/10
to startrek-...@googlegroups.com
Very good point. I should have included ST faithfulness as a
criterion. Ironic given my obsession with figuring out the correct
start date for the game!

George Dahl

unread,
Jan 29, 2010, 3:49:59 PM1/29/10
to startrek-...@googlegroups.com
About the borg being weak, I think a few more games are needed. I
don't think they are weak, I think they just didn't do well in this
game (yet?).

A lucky assimilation might have really put them in a strong position
- G

Bryce Wiedenbeck

unread,
Jan 29, 2010, 3:52:42 PM1/29/10
to startrek-...@googlegroups.com
I disagree with Jeff that the Dominion needs to be stronger.  I think a large part of why I failed so miserably (apart from my own poor play) is that people expected the Dominion power to be overpowering and it turned out to be only occasionally helpful.  I think a lot of the imbalances would be lessened by the fundamental self-balancing of Diplomacy in subsequent games where everyone understood all of the powers better.
-Bryce

George Dahl

unread,
Jan 29, 2010, 3:54:54 PM1/29/10
to startrek-...@googlegroups.com
I completely agree about the dominion and the borg being
self-balancing, but the romulans should be strengthened a bit.
- G

Jeff Kaufman

unread,
Jan 29, 2010, 4:17:18 PM1/29/10
to startrek-...@googlegroups.com
Tom Emmons wrote:
>
> ... Jeff moved Budapest to Romania and Serbia to Black sea, ...
>

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

Joe Grimm

unread,
Jan 29, 2010, 4:29:05 PM1/29/10
to startrek-...@googlegroups.com
I think something that is being missed in the Borg discussion is that while they aren't likely to assimilate very many units the mere threat of doing it dictates tactics to their neighbors. Chris and I have had to dance around Turkey to a certain degree, sometimes ordering troops backwards to avoid getting ensnared, because assimilation is so powerful.

Just because the Borg never assimilate from a unit doesn't mean that the abilit to assimilate hasn't helped them and I like the flavor of Borg assimilation being so scary that evacuating a supply center is preferable to risking assimilation.

Todd Nelling

unread,
Jan 29, 2010, 5:19:04 PM1/29/10
to startrek-...@googlegroups.com
Joe Grimm wrote:
I like the flavor of Borg assimilation being so scary that evacuating a supply center is preferable to risking assimilation.

QFT. I question whether this is sufficient, though.

Todd Nelling

unread,
Jan 29, 2010, 5:26:03 PM1/29/10
to startrek-...@googlegroups.com
Speaking as someone who was *very* worried about the Dominion, I both agree and disagree with Bryce. I agree that the Dominion does not need to be stronger, but I disagree on the details. I did not think the Dominion power was overwhelming, just highly threatening, and harder to deal with as it came up then with other powers (more of a need for pre-emptive action), without necessarily making it hard to kill early (thus, a fairly inviting target). I also have my doubts about whether I'd take a different stance in a later game, especially considering that, ultimately, the Dominion single-handedly reduced me from a primary player to a mere survivor, despite being down to one unit (this would be the turn that I would have built one at the Federation's expense, and instead disbanded 2 because of Dominion interference). And truth be told, that's pretty damn overwhelming. Had things gone more smoothly, and the Dominion been eliminated a year or two earlier, I'd have been far better off. Had I simply never attacked them... obviously that's much harder to say, but I seriously doubt it would never have bit me in the ass.

TL,DR: The Dominion is powerful enough, without being unfairly so. I rather expect it to get similarly screwed going forward, not because of the size of the threat, but because of the nature of it.

Tom Emmons

unread,
Jan 29, 2010, 5:43:41 PM1/29/10
to startrek-...@googlegroups.com
The downsides to this can be pretty significant, though, as people are much less likely to leave open borders and trust the borg. Part of Joe's explanation for screwing me in fall 01 was that the borg would have been too scary had I succeeded in getting an assimulation against Chris. Overall, players are going to be much less willing to get in a situation to be surprised by a borg attack, which is how the power has to be used to get very far.

In open fighting, while the borg can dictacte tactics, that advantage is nothing compared to a power that actually affects what tactics you can use (ie Klingon or carsaddian).

Also, I think a crucial thing to consider in this discussion is how powers evolve over time. For the dominion, its power is pretty useless in year 1, but can grow to be overly powerful with time. In that sense, it may make sense to address there power in such a way as to make it more powerful initially but less scary in the long run. That is, unless the lesson from Todd's experience is that if you take the dominion out, they may be able to screw you in the process.

Todd Nelling

unread,
Jan 29, 2010, 5:59:36 PM1/29/10
to startrek-...@googlegroups.com
You could argue, sure, that the problem with trying to take out the Dominion is that they will take you down with them. But the direct alternative, leaving them alone, isn't exactly going to help in the long run. The other option would be to get someone else to take them out, but in standard, that only gets you so far. Each country only has so many neighbors, and Joe and I went after Bryce hard, and I still got burned. Note that Joe didn't- he got lucky. It might be possible to figure out what the chances of that (or of my situation) were. Anyway, we could set it up so that the Dominion has a static number of infiltrations, or a piecewise function based on the number of centers each power has (kind of like the Enterprise; e.g., no infiltrations for less than 3 centers, 1 for 3-7, 2 for 8-12, 3 for 13-17). But I'm finding it hard to envision a way to make that balanced (there'd be a huge incentive for the Dominion to just constantly burn infiltrations, because they would be instantly replenished... unless they weren't somehow, but how would that work?), or to have that be as representative from a Star Trek perspective as the current rule.

Tom Emmons

unread,
Jan 29, 2010, 6:04:50 PM1/29/10
to startrek-...@googlegroups.com
And that is part of the problem with the dominion. There is a tremendous luck factor in what infiltrations they get. One way to start looking for a solution is to try to find ways to give the dominion more control over what infiltrations they get, but 

Tom Emmons

unread,
Jan 29, 2010, 6:05:04 PM1/29/10
to startrek-...@googlegroups.com
sorry, sent tha tway before I meant to

Tom Emmons

unread,
Jan 29, 2010, 6:06:36 PM1/29/10
to startrek-...@googlegroups.com
And that is part of the problem with the dominion. There is a tremendous luck factor in what infiltrations they get. One way to start looking for a solution is to try to find ways to give the dominion more control over what infiltrations they get, but at the same time reduce the total number of infiltrations they get. Something along the lines of let them use 1 infiltration of their choice per year. Or, perhaps let them choose they country they infiltrate, perhaps even getting only 1 per year. Mabye let them choose a unit to infiltrate in the spring, which they then must use in the fall? Something along those lines could be how you would go about fixing them.

Todd Nelling

unread,
Jan 29, 2010, 6:32:49 PM1/29/10
to startrek-...@googlegroups.com
I like where you're going with this. Choosing who you infiltrate is not only accurate with regarding to Star Trek, but I also do not approve of randomness in diplomacy in general (randomness? in MY diplomacy?). In fact, the whole thing could probably be reworked to be pretty similar to the Enterprise (instead of picking one of your own units per season/year, you're picking one of someone else's).

The only problem I really see with this solution is that the Federation also has the neutral power, which I think is a pretty big step up from the wormhole. So either infiltrations would need to "beat" the Enterprise (available more often?), or the Dominion would need some other, smaller boost.

George Dahl

unread,
Jan 29, 2010, 6:36:19 PM1/29/10
to startrek-...@googlegroups.com
Well you could still be allowed to accumulate infiltrations and then
use them when you see fit. I really like the accumulation aspect.
The dominion can direct operatives towards specific places, but it
takes a while to get enough in place to really do something. But this
can easily make it too powerful, so much more thought on this is
required. I like the dominion as-is.

- G

Tom Emmons

unread,
Jan 29, 2010, 6:43:26 PM1/29/10
to startrek-...@googlegroups.com
George, if you want to defend the Dominion as is, I think you have to account for the fact that a major, if not perhaps the biggest, reason that Joe is as big as he is while Todd is crippled is that Bryce had 2 infiltrations on Todd while he had none on Joe (except the very last turn, where the particular unit he had was not threatened).

George Dahl

unread,
Jan 29, 2010, 7:40:02 PM1/29/10
to startrek-...@googlegroups.com
If, in the normal game, one power wins is it because that starting
position is totally unbalanced? It is hard to say what caused what.
I think Bryce had some weak play, and perhaps the Dominion would
rather not start next to the Klingons even more than other powers.
The challenge with the dominion is to really make all infiltrations
work for you. It is risky to conclude too much about the special
power balances from a single game. The only thing I am convinced of
by this game is that the Romulans are weaker than they should be.

Also, Tom, are you saying that the dominion is too powerful? Or that
the infiltration power is too luck based? Or both?

Tom Emmons

unread,
Jan 29, 2010, 7:42:51 PM1/29/10
to startrek-...@googlegroups.com
I think that right now, the Dominion power is too luck based, with perhaps too much power over time. I think that unless they get really lucky, they are going to be weak at the beginning, but overly powerful once they have time to build up infiltrations and if they grow large enough such that they interact with more units.

I agree a lot with Todd's sentiment, that if you let them hang around, they will become too powerful. But, on the other hand, there is very little they can do to avoid an initial blitz.

George Dahl

unread,
Jan 29, 2010, 7:46:41 PM1/29/10
to startrek-...@googlegroups.com
I hope another game of Star Trek DIP happens with only the Romulans
substantively changed so we can get more data.
- George

Todd Nelling

unread,
Jan 29, 2010, 10:33:13 PM1/29/10
to startrek-...@googlegroups.com
If we can find a workable way to get the luck out, I say we do that. I object to that far more then a possible imbalance, and I'm actually kind of surprised that I let that slip without really objecting to it when I first encountered the variant (though I'll admit to being hesitant to tamper with a variant I'd never played).

Dip is a great game in large part because everything that happens is a result of player decisions (with the exception of GM error =P though for the most part, only in this variant is such an error not within the power of the affected player to correct). Tom's point is that this is not so with respect to the fact that I was hurt badly right before Bryce died, while Joe was not. Things may well have happened similarly under another setup, but either way, it would have been the players that controlled that outcome, whereas here it was not.

I think allowing the Dominion to choose what it infiltrates is really the only workable solution that satisfies the requirement Tom and I have specified (eliminating the luck). However, it seems clear that allowing the Dominion to build up unlimited chosen infiltrations is too powerful.

I see three good ways to deal with that:
*Limit the maximum number of infiltrations they can have (they only have so many operatives to send out)
*Limit the length of time that they last (each operative is going to get discovered eventually, even if not via attempts at sabotage)
*Have them work like the Enterprise, where they are only picked the season that they are used, and can be used with varying frequency depending on the size of the Dominion (operatives get discovered quickly enough that they only have one season in which to work, and there are few enough of them that they can only really conduct one mission at a time; I admit that this doesn't jive well with the canon in DS9, while the first two seem a lot more ST-reasonable)

I realize that George and others may think this entire branch of discussion is not the right path to go down, but I'd be interested to hear which of those solutions people think would be best, or if there is another that fits the no-luck constraint, so that we can get a more precise idea of what we're comparing.

John Kennedy

unread,
Jan 30, 2010, 9:12:03 AM1/30/10
to startrek-...@googlegroups.com
Though I have admittedly not followed the game very well and was not a player, I'd like to jump into the Dominion discussion. The way it is currently set up seems a little too random, though I think ultimately a level of randomness is required to make the power not too scary.

However, it does not need to stand as is. I would propose something along the lines of allowing the Dominion to choose the power they infiltrate, but not the direct unit each time. To make sure they don't just infiltrate a single neighbor to their advantage, make a rule such that they are not allowed to choose the same power twice in a row (or some other form of rationing). Being allowed to keep their infiltrations as long as they want until used seems to also be required to keep the ability powerful enough.

Just thought I'd throw out some ideas. Interesting discussion. Still can't believe I came home to over 20 emails yesterday!

Joe Grimm

unread,
Jan 30, 2010, 1:38:44 PM1/30/10
to startrek-...@googlegroups.com
I like removing the randomness, though I think the overall power should not be changed much if at all.

I largely agree with John: allow the infiltrations to accumulate but require them to rotate, and perhaps be limited to one a year while below a certain center threshold.

If they can infiltrate each season then I think they should have to pick the same power no more than 1 out of 3 seasons, unless that would prevent them from making an infiltration.

If they can infiltrate only every other season then making them have to alternate is probably enough.

I like the feel of building up a lot of sleeper cells, and since they gain little to no benefit from infiltrations they don't use this is only powerful in the late game if they somehow got to the late game without giving a lot of orders. It is true that it gives them a certain inevitability in the late game, but I think nearly every cultural power does that. (Enterprise, siege line busting Klingons, Ferengi traders, etc)

Are people largely on board for moving the Cardassian start power to the Romulans? (I don't like repeating powers across people aesthetically.)

Chris Segal

unread,
Jan 30, 2010, 1:44:46 PM1/30/10
to startrek-...@googlegroups.com
Ah, I like giving them hidden deployment anywhere in the country, and
removing the power from the Cardassians. However, I think they should
be restricted to starting with the army/fleet combination native to
their nation on the board.

Joe Grimm

unread,
Jan 30, 2010, 3:00:59 PM1/30/10
to startrek-...@googlegroups.com
agreed

Bryce Wiedenbeck

unread,
Jan 30, 2010, 5:50:10 PM1/30/10
to startrek-...@googlegroups.com
It is certainly true that it's hard for the Dominion to avoid an initial blitz.  I submitted the top-three country country preferences I-T-E exactly because I was afraid of that, and it didn't help.
-Bryce

Todd Nelling

unread,
Jan 30, 2010, 5:52:41 PM1/30/10
to startrek-...@googlegroups.com
No country is safe from a 2 or 3 v 1, though some are better then others at dragging their enemies down as they go (if you'd been Austria... ha).

Tom Emmons

unread,
Jan 30, 2010, 6:05:02 PM1/30/10
to startrek-...@googlegroups.com
The dominion really want to start by the borg, as that race has much less incentive to see the dominion go.

Todd Nelling

unread,
Jan 30, 2010, 6:09:08 PM1/30/10
to startrek-...@googlegroups.com
True, but that's a pretty restrictive condition on a race's success, and I'll also note that the Dominion *did* start by the Borg. Italy and Turkey are neighbors, and closer ones than Italy and France, for that matter (though my being the Ferengi did change that dynamic somewhat). Sure, an Austrian Borg would have been much more helpful, but still...

Chris Segal

unread,
Jan 30, 2010, 6:19:23 PM1/30/10
to startrek-...@googlegroups.com
I think I totally forgot about the Borg's immunity. No wonder I was
infiltrated so many times!

Bryce Wiedenbeck

unread,
Jan 30, 2010, 6:43:28 PM1/30/10
to startrek-...@googlegroups.com
Yeah, you did, and I never felt any need to dispel that misconception.
-Bryce

Chris Segal

unread,
Jan 30, 2010, 7:02:15 PM1/30/10
to startrek-...@googlegroups.com
BRYYYYYYYYYYYYYYYYYYYYYYYYYYCE!!!

Matt

unread,
Feb 4, 2010, 9:26:23 AM2/4/10
to startrek-...@googlegroups.com
I've been insanely busy since the 1st or so week in January, hence my
utter silence here. Life's getting sane again, thus I hope to start
reading this thread and responding soon.

-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
>
>

Matt

unread,
Feb 10, 2010, 12:23:56 PM2/10/10
to startrek-...@googlegroups.com
Well, sanity (and free time) have returned to me, so I figured I should
finally chip in w/my two cents here.

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!

Reply all
Reply to author
Forward
0 new messages