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Karnak Prime wrote:
> Stonetroll wrote:
> >I have to disagree about the point of earlier contra trading
speeding
> >games up. True, it gave people more cash to build ships. But since
> >your enemies could also do it, you would have to keep on investing,
or
> >they would go past you quite fast.
Strategically that is wrong for most races, even under the older hosts,
since some races will naturally, because of growth etc., have an
advantage above others and would undoubtfully bring in most cases high
growth races (races with high population) in the lead positions.As it
is and was you could invest into contra and wage at the same time war
on others.
> The contra money got spent not just ship technology, but more
> importantly, engine and hyp technology, so you could actually engage
> your enemies in the early game, particularly on a larger map.
Excuse me but in many cases, the money for this was gotten through
contra gathering and not contraband investing.
> Yes,
> your enemies could do it, but that doesn't change the point that more
> money in the early game means more engagements sooner, if for speed
> reasons if no other. I'm not saying contra money helps you win, just
> that it makes the game more interesting for me, because it
accelerates
> engagements.
For some races mrore than for others.
> >And to remember this is not a 1-on-1 game, but with up to 30 people
> >the first one to attack would be superceded by the rest.
A fine argument, for some races, who actualy gained more by contraband
trading then the others to just wait some more and to convince the rest
that it is not yet time to attack.
> > So the result
> >was a "cold-war" type of situation with everyone sitting the fence
> >because it was most profitable. And safe, people always put much
more
> >stock in solutions that appear safe and non-aggressive.
>
> In such a case, the first one to attack is not necessarily at a
> disadvantage, if he can gain a substantial economic advantage while
> attacking, e.g capturing prisoners to work in camps.
Well just mainly an argument for races which thrieve on prisoners - not
necessarily for the others.
> But this does
> highlight the flaw in the old contra system, which is that it was too
> great a turn-to-turn investment. If it was more risky in the short
> term, then it would no longer be "safe" as you described and players
> would be taking a risk if they put money into the market that might
be
> needed in a turn or two to build warships or fighters to defend
against
> a fleet suddenly on the horizon or in orbit.
Funny thing about this sentence is, that even if the money would be
gained on a turn-to-turn basis, unless you have the metals on the base
any defended base would not be able to file a strong enough fleet in
one turn (3 k fighter are not that much) (I am neglating a few special
cases).
> Having to make tough decisions about your economy/military is a large
> part of what makes this game interesting. Under the old contra
system,
> the decision wasn't tough, because you had a low risk, high return --
> if you had extra money, buy contra -- very simple. Under the new
> system (at least based on my observations to date) the decision isn't
> tough (IMHO) because you just stay out of the market and find
someplace
> better to spend your money.
That is how it actually should be, contra investment should only be
really profitable in some cases (short term).
And it was never intended that nearly all races are Criminal States,
but that is how it was (and if done right probably still is eventhough
it takes a little bit longer to get the same revenue and at slightly
greater risks)
for a long, long time.