First off, let me say, I play and am happy to play both ways. This is not a game destroying feature, and is strictly a matter of preference.
I agree, strictly a matter of preference.
Agreed.
Here i don't quite agree. I also think tech stag is great, because it allows more time to actually use the techs before the next one comes along and makes it obsolete, or before the game finishes, 'cause by the end you are at 3 techs/turn. Stockpile in the queue doesn't make techs come faster. It has, in fact, a similar effect to tech stag. It gives you more ecs, which gives you more resources to *do something* with your techs once you get them.
The faction balance is a factor, but is far outweighed by the "playstyle" balance. Stockpile in the queue favours players (and to a lesser extent factions), which have high mineral outputs. This can be any faction. It has been said, that Hive and Drones are more favoured, but in fact, if I was the Spartans, I would want my industry to be bigger, cause it would have to be, to make up for my negative industry. Drones and Hive, can maybe build industry faster (maybe not than Morgan, or UoP), if they want to. It is more a factor of playstyle, than faction.
Ecs are *good*. Allow it.
Originally posted by Tau Ceti
"It is more convenient to have Stockpile Energy as a marker" - only because you have developed your playstyle that way. I, for one, have not, and find this a fairly weak argument. There are so many other ways to keep track of production - for example, the message box with all the turn's events and the fact that a newly built unit plays a sound effect the first time it is activated (at which point you can simply hit enter to get into the city screen and change the production of you like).
"It is more convenient to have Stockpile Energy as a marker" - only because you have developed your playstyle that way. I, for one, have not, and find this a fairly weak argument. There are so many other ways to keep track of production - for example, the message box with all the turn's events and the fact that a newly built unit plays a sound effect the first time it is activated (at which point you can simply hit enter to get into the city screen and change the production of you like).
Originally posted by Tau Ceti
"It cannot be controlled" - if you look at the other rules, you will find that most of them cannot be controlled - at least not unless they are done on a grand scale and very blatantly. How should I be able to tell if someone has done an SE flip-flop to gain extra minerals when cashing a crawler? How can I check that none of the others ever use the right-click menu to execute an illegal airdrop? Breaches of the Stockpile Energy rule would actually be some of the most obvious breaches you could get. Yes, it is invisible in the early game, but that is when the benefits of using it are smallest - with just a few, low-production bases. No big deal if someone is so desperate to cheat.
"It cannot be controlled" - if you look at the other rules, you will find that most of them cannot be controlled - at least not unless they are done on a grand scale and very blatantly. How should I be able to tell if someone has done an SE flip-flop to gain extra minerals when cashing a crawler? How can I check that none of the others ever use the right-click menu to execute an illegal airdrop? Breaches of the Stockpile Energy rule would actually be some of the most obvious breaches you could get. Yes, it is invisible in the early game, but that is when the benefits of using it are smallest - with just a few, low-production bases. No big deal if someone is so desperate to cheat.
Originally posted by Tau Ceti
"It makes the games go faster, which is good" - I tend to disagree. Not everything that makes a game go faster is good. (I actually think the game benefits from Tech Stagnation, but that is somewhat beside the point.) The games last so long anyway that an extra turn or five are no big deal. The most critical time where acceleration is beneficial is at the start, and that acceleration can be more fairly achieved through CMN action. If the price of acceleration is skewing faction balance (see mark13's example) then acceleration is bad.
"It makes the games go faster, which is good" - I tend to disagree. Not everything that makes a game go faster is good. (I actually think the game benefits from Tech Stagnation, but that is somewhat beside the point.) The games last so long anyway that an extra turn or five are no big deal. The most critical time where acceleration is beneficial is at the start, and that acceleration can be more fairly achieved through CMN action. If the price of acceleration is skewing faction balance (see mark13's example) then acceleration is bad.
The faction balance is a factor, but is far outweighed by the "playstyle" balance. Stockpile in the queue favours players (and to a lesser extent factions), which have high mineral outputs. This can be any faction. It has been said, that Hive and Drones are more favoured, but in fact, if I was the Spartans, I would want my industry to be bigger, cause it would have to be, to make up for my negative industry. Drones and Hive, can maybe build industry faster (maybe not than Morgan, or UoP), if they want to. It is more a factor of playstyle, than faction.
Ecs are *good*. Allow it.
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