Guarded specials vs Monsters = None
Posted: Sun Aug 21, 2016 2:04 am
It's turn 95. None of my ships have fired a single shot against another ship. I'm about to win the game:
From a balance perspective, allowing such overpowering specials and effects—an early Death Ray unlock from a Ruins would be just as overpowering—without any balancing defence is a really bad thing. Because of this and the black hole I've found with an asteroid belt, I'm basically assured of a win in this game unless I sit and do nothing for 100+ turns. That's not fun
Sloth's Added Ancient Guardians species as an alternative to Sentries guarding specials idea would definitely help with this, but I'm very uncomfortable with the current balance and I'm not sure Sloth's idea would be enough.
If we're to keep monsters=none to also include guardians, then I think we need to stop the specials that really need guards for balance to not appear.
Because I'm playing on None for monsters (I fancied a change), the Honeycomb is completely unguarded. I've previously expressed my dislike that monsters=none removes all guards, and favour improving the explanations, but I accept I'm in a minority.From a balance perspective, allowing such overpowering specials and effects—an early Death Ray unlock from a Ruins would be just as overpowering—without any balancing defence is a really bad thing. Because of this and the black hole I've found with an asteroid belt, I'm basically assured of a win in this game unless I sit and do nothing for 100+ turns. That's not fun
Sloth's Added Ancient Guardians species as an alternative to Sentries guarding specials idea would definitely help with this, but I'm very uncomfortable with the current balance and I'm not sure Sloth's idea would be enough.
If we're to keep monsters=none to also include guardians, then I think we need to stop the specials that really need guards for balance to not appear.