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Unread 20 Aug 2007, 22:39   #7
Monroe
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Re: Fleet commanders

Quote:
Originally Posted by Bedda0815
Take the commander from 1 round to the next? This commander will keep his traits?
That's against the concept of a new round. Everything is reset. everyone starts new from the scratch. Just imagine if someone has kept his commander for 4 or 5 rounds. Now let this player battle a new one.
The new guy won't stand a chance if his fleet isn't much more bigger.
This would certainy exclude newcommers from playing pa.
Not necessarily at all. The way it would work is that each level the commander increases in rank it takes exponentially longer for him to get to the next level, in addition if each command is race specific, it would take a long time to get good commanders in different races. In addition to help new players out they would get a lot more XP for fighting a good commander rather then a bad one. XP would also then have to be based on relative fleet values as well, to keep newbies from abusing the system. In addition if each player had to designate a 'flagship' in each battle, and if that flagship was destroyed there would be a chance the fleet commander would be killed it would make for an interesting twist (if the attack fleet was completely destroyed fleet commanders would be lost).

Also if fleet commanders were made to cost resources to maintain you could make it graded based on the FCs rank. So better ones cost more, and assumedly players could activate/deactivate them as they will. In addition you could make it so fleet commanders could only have certain traits, and as they got XP each player could customize his fleet commanders for certain skills. I think there would be a lot of room for modifications that would add to PA in an interesting way.
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