Amaranthine writes
>It would require another object type, which may be non-trivial to add.
Let construction pods carryore too, this would free up the ore pod for
"quick start colonies".
I think it's a good idea, obvious when you think about it (all the best
ones seem obvious in retrospect).
I think an unspoken point of Shard's is that it saves a lot of money too
- extra pods cost significant income at the start of a game.
I have only one quibble:
>> I would propose a maximum capacity of 10'000 colonists, 200 food, 200
>> med units, 200 supplies and megacredits. It would be colonists only,
>> no crew/troops/hg.
I would say 2,000 colonists, ie far less than 10,000, but still enough
to build some mines. The reason is that a Privateer base with 10,000
colonists causes problems for nearby players. Also you need to be
careful not to give them more opportunities to set up even more coves
etc with their evil speed 120 pods! (Although coves cost 500mc each,
anything that makes it significantly easier for THE SCUM to operate is a
bad idea.)
--
KlingonKommand
>> Stay informed about: Colony Pod