i want in.
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FG: Galactic Overlord 6: sign-up thread
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1. A
2. B~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~
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Thanks Skanky
1) B
2) I think G is the solution involving the most strategical choices of all.
Let me explain. A and B don't work as we have seen in the last game. I don't want to have a game in which one of the players has absolutely no options simply because everybody else teamed up against him. C and D are artificial solutions, with C being very similar to the situation in the previous game and D favouring the lone renegade too much. F has already been tried in Society and is perhaps too powerful. E and G are basically the same solution, except E is a renewable immunity and G non-renewable.
I favour non-renewable, or renewable but very expensive, lest spies become useless. So, either E or G is what I'm for.
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Visit First Cultural Industries
There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
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My worry is that spies will become too weak. At present I like the way the work, except the lockups that people can organise. It's important to note that spies are a key part of anti-alliance defence as well, because one of the attackers might not turn up to attack you.
I'm still musing; I am leaning towards G.
As for co-ops I'm not really bothered either way.
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I have no problem with G, either, as long as you're still allowed to use Special Orders while deploying counter-espionage (doing otherwise would defeat the point of using it in the first place). However, I think E would be a better solution, if it was amended so that you spend, say, 10-20 BPs to buy immunity to one spy; that way, you do have expend more effort if you have a whole alliance sending spies at you, while an alliance would, in turn, have more difficulty keeping down a player who was spending a lot on counter-espionage.
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The other question about G: is 3 too many? Did any of us even fight more than 3 battles last game?Visit First Cultural Industries
There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
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1) B
2) F, without further insight.I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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Originally posted by Spaced Cowboy
I'm still on the fence as to whether to play or not.
Also, I'm doing a Delta quadrant game and I need as many Kazon sects as I can get
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1) B
2) D
A and B will both lead to spy lockups, as shown by the previous two games. E will make spies too weak. To my mind, only C and D will continuously be able to prevent spy lockups while still providing people with large numbers of spies an advantage.I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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How about D, but increase the amount you can stockpile at maximum? Like to six, which is needed for a lockup of three successive turns. Would the increase apply if anyone used a spy after someone else used a spy the last turn?Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!
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