I only recently installed crossfire and have not layed all the factions so I will not vote, but It seems to me that the factions are not well thought out.
CyCon results from an appaling logic error: it is impossible for a sentient algorith to jump to humand before MMI, which is decades into the game. The existance of an accidentally created sentient algorithm is also proof that sentient algorithms do not require N-space compression, which they do in the xpack, chalking up another critical flaw in the premise of this faction.
The Angels would not be a viable faction in RL or realistic fiction. They would collapse under their own weight like the puritans would have without native help.
The Drones work and are one of the few logically viable human factions in crossfire, but they can't go green and I rely on that for early warfare. In my attempt at them I'm finding that I can't run free market because I'm having to keep military units where they can get at the caretakers because I know my truce won't last long. I can't run planned because the efficiency hit would kill me with B-drones.
The pirates are playable. The efficiency hit is bad, but can be surmounted. The growth hit is minor because the sea produces so much food.
The Cult is another impossible faction. The leader is supposed to have been found in the fungus as a child, but he is leading them at planetfall. Ooops.
The aliens are both gravely flawed in terms of balance. At their current power levels they would have to arrive 10 to 15 turns later than they do, since they start with level 3 armor and have +25% to all combat, making them unkillable. Starting next to them seems to be a death sentence for most factions. I simply don't find the aliens fun either to play or as opponents.
CyCon results from an appaling logic error: it is impossible for a sentient algorith to jump to humand before MMI, which is decades into the game. The existance of an accidentally created sentient algorithm is also proof that sentient algorithms do not require N-space compression, which they do in the xpack, chalking up another critical flaw in the premise of this faction.
The Angels would not be a viable faction in RL or realistic fiction. They would collapse under their own weight like the puritans would have without native help.
The Drones work and are one of the few logically viable human factions in crossfire, but they can't go green and I rely on that for early warfare. In my attempt at them I'm finding that I can't run free market because I'm having to keep military units where they can get at the caretakers because I know my truce won't last long. I can't run planned because the efficiency hit would kill me with B-drones.
The pirates are playable. The efficiency hit is bad, but can be surmounted. The growth hit is minor because the sea produces so much food.
The Cult is another impossible faction. The leader is supposed to have been found in the fungus as a child, but he is leading them at planetfall. Ooops.
The aliens are both gravely flawed in terms of balance. At their current power levels they would have to arrive 10 to 15 turns later than they do, since they start with level 3 armor and have +25% to all combat, making them unkillable. Starting next to them seems to be a death sentence for most factions. I simply don't find the aliens fun either to play or as opponents.
Comment