Ceyan, what do you mean humans can exploit being able to collect bounty? It was mentioned above to have your ally cancel your alliance, blow up one of your planets, and then ally with you again. Sure, it would lower your bounty. It also blows up one of your worlds. Isn't that what you were trying to prevent by lowering the bounty? Remember I offered a much less damaging solution. Imagine just not being allied an
Ceyan
Here is the problem with not reducing bounties based on something other than destroying buildings and units: How do you reduce a bounty? Of course the simple answer is that a player, AI, or pirate comes along and kills ships and buildings which in turn then collects on the bounty. Except... that doesn't work. #1: Like I mentioned earlier, having a player able to collect on bounties is a very bad thing. Way too much room for exploiting the system in that case, so I'm not even
Two things about this topic don't make sense to me: 1) Why are you trying to apply real world concepts to the Pirate/Bounty system? I'm not saying the concept is bad, but you have to make allowances for the fact that its a game. As best as I can tell from this, and other, discussions is the purpose of the Pirate/Bounty system is to provide a mechanism to force people to meet the requirements of running an empire where you have to keep your eyes open on your whole border and
It's not about dog fighting. It's about flanking and maneuvering. Which at the moment, is completely included in game and micro managing a battle like this can be devastatingly effective against the AI (ie a non-microing Human during multiplayer). This has been discussed and, at least I think, needs to be specifically thought-out how to best keep the effectiveness of flanking and encircling without adding intense clickfests. </d
Based on your definition of an RTS title, can you name any that fit into your category of providing and actual experience, if not requiring, utilizing some form of strategic thought process? I'll admit the games using a tactical battle system (which you discuss in Part 2 for anyone not having read it yet), especially the Total War and Combat Mission series, usually offer benefits and bonuses to the application of tactical manuevering but that's not at a strategic level. I'm curous because I've