PDA

View Full Version : HQ Strength Survey


Phaeton2
04-08-2006, 00:34
I've heard a lot of people in-game saying the HQ's were too weak this game. They certainly went down quicker than in previous games.
I, for one, quite liked the different game style. It was good to play a game that didn't go on for 2000 ticks with everyone in a lvl10 by the end, cheers Drazyl.

However, it's a fine line, for every chap that likes a quick game there's another that relishes the long 6 month ones.

What's your opinion on start HQ levels?

I'd like to try 150k next time.

captcoyote1
04-08-2006, 00:50
Yeah I think 150K would be good, plus raising the probability of finding decoys by a tweak.

Midgardsormr
04-08-2006, 03:30
I think I like it to be a surprise. If everyone knows exactly how the game is going to play then there aren't any risks involved in choosing a play style. For instance, if I had known how quickly the bases were going to go down this time, I would not have played nearly so conservatively at the beginning.

Mid

Mad_Squirrel
04-08-2006, 08:57
TO lengthen the game and make it harder.

What about putting a base in each system, so each faction has to destroy each one to win. Or a base in the core systems.

Dillon Hunt
04-08-2006, 10:52
Or, like NW, make it possible for Reppers to Build Sub-Bases from salvage.............dont like the changes, I guess Ive made that clear, but its such an addictive game and friends have been urging me to change my mind that I guess I just cant give it up...... mdr1

badbishop
05-08-2006, 02:07
If we want the game to be rush-able, maybe all HQs should start damaged, maybe at 34% to allow long-range comms. That way, the faction that survives longer can fight a longer battle.