Quote:
Originally Posted by furball
I'd prefer to base it on population than population and constructions - that way low scoring and new planets aren't as penalised for having fewer generators.
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I'm unconvinced they would be that penalised - assuming constructions arn't that much like they are today.
Assuming constructions in general are revamped so they require people to staff them, take up physical space (so you are limited in the number you have), its quite possible then that haveing more than 2-3 generators would be very rare and in essence require a decision to be a dedicated scanner.
Now what that means is that only dedicated scanners OR planets with very large populations would have the capability to have a large wave blocking power - therefore the majority of people would be free to do scans on the majority of people.
Also if we make population assignments much more flexible e.g. you can change them at any time, it means we add a benefit to activity i.e. you could prioritise wave blocking and security between ticks, but res/con/mining/production during the tick (this obviously then means that the active scanners will pick that time to scan/covert op).
I think that by combining population with all the games current features we can produce a much deeper and more interesting game. The challenge though, is to make sure that its possible to do "ok" at the game without going into the depths of micromanagement (especially if a lot of the micromanagement features are paid only)