Let me preface this with the disclaimer that I ordinarily agree with the notion that the factions are pretty well balanced in themselves and shouldn't be messed with much if at all. That said, with so many good players involved, people will hesitate to play factions that are perceived to be intrinsically weaker, whether or not it is really a matter of compatible play styles instead of intrinsic weakness. So that is how I would rationalize messing a little with some of the factions.
Something as simple as a slug of extra cash would go a long way in helping the Spartans and Cult with their industry 'problem', although granting a sufficient sum might be difficult for us to swallow. An annual stipend would be nice, but I don't think the game provides for a way to do that. The Cult is already a cash cow of sorts with early fungal forrays, so adding a free MW or two (remember that they won't be able to capture their own) to the Spartan's starting position (and a nearby decent fungus patch), could help them out some. Maybe a free IoD in addition to the MW would do it for the Cult although one fears to be too generous,
I don't know what it would take for Miriam, but a free probeship would definitely make her earlier turns more interesting and give her a chance to stay in the tech race. Does high morale on a probe help assure survival? If so, that would be indicated too, as it wouldn't do for the supposed equalizer to go away with the first mission - maybe a second one if the survivability is low.
The Pirates could use a little help too; a couple of seaformers might be enough to get off to a better start, although the dreaded industry SE boost might be called for.
It could be that momentum factions are disadvantaged by the relatively nicely developed starting positions that we seem to favor, said pleasant environment giving the supposed victims the chance to get on their feet more quickly than would be the case in a more 'Spartan' environment.
Something as simple as a slug of extra cash would go a long way in helping the Spartans and Cult with their industry 'problem', although granting a sufficient sum might be difficult for us to swallow. An annual stipend would be nice, but I don't think the game provides for a way to do that. The Cult is already a cash cow of sorts with early fungal forrays, so adding a free MW or two (remember that they won't be able to capture their own) to the Spartan's starting position (and a nearby decent fungus patch), could help them out some. Maybe a free IoD in addition to the MW would do it for the Cult although one fears to be too generous,
I don't know what it would take for Miriam, but a free probeship would definitely make her earlier turns more interesting and give her a chance to stay in the tech race. Does high morale on a probe help assure survival? If so, that would be indicated too, as it wouldn't do for the supposed equalizer to go away with the first mission - maybe a second one if the survivability is low.
The Pirates could use a little help too; a couple of seaformers might be enough to get off to a better start, although the dreaded industry SE boost might be called for.
It could be that momentum factions are disadvantaged by the relatively nicely developed starting positions that we seem to favor, said pleasant environment giving the supposed victims the chance to get on their feet more quickly than would be the case in a more 'Spartan' environment.
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