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Subject: 
Re: ESPG Rule Mod?
Newsgroups: 
lugnet.gaming, lugnet.pirates
Date: 
Mon, 3 May 2004 20:03:55 GMT
Viewed: 
148 times
  
"Purple Dave" <purpledave@maskofdestiny.com> wrote in message
news:Hx1Lxu.zFE@lugnet.com...
In lugnet.gaming, Wesley Davis wrote:
We could consider giving some players a merchant ship plus an • Imperial...

I'd think it would actually skew things in favor of the merchants.  Not
only...

Very good points. Chris Weeks and I have talked about how to make
non-pirates viable as players. We just have not come up with a solution. In
the end, I'm not sure it's really a problem. The enjoyable part of the game
is the ship combat. Economic games are very different, and require careful
balance of the economic options. I'm just not sure that it's worth doing
this work.

2) I have a large number of Imperials. Some players will probably play • them
and try to hunt the pirates down/play escort/go on patrol/go explore
islands/treasure hunt.

Now that's something that has some possibilities.  You could designate • them as
Privateers (gov't-sponsored pirates) and just use their uniforms/flags to • denote
which government they work for (and therefore which navy/privateers • they're safe
from...but can't attack).  You could also pay them bounties (adjusted for • game
balance, of course) to go hunt pirates if they're regular navy.

That could work, but again, is the effort worthwhile? Why not just crew up
some ships with imperial sailors, and otherwise let them play as normal?

Frank



Message is in Reply To:
  Re: ESPG Rule Mod?
 
(...) I'd think it would actually skew things in favor of the merchants. Not only would they be controlling the same number of guns, but they'd have more carrying capacity where the escort's cannon would have been, and they'd have the advantage of (...) (20 years ago, 1-May-04, to lugnet.gaming, lugnet.pirates)

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