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To RCS players in games: how are the triads?

 
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protomatter

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Since: Apr 27, 2007
Posts: 120



(Msg. 16) Posted: Thu Apr 10, 2008 7:05 pm
Post subject: Re: To RCS players in games: how are the triads? [Login to view extended thread Info.]
Archived from groups: alt>games>vgaplanets4 (more info?)

On Apr 10, 6:44 pm, Lord Lancelot <polan....DeleteThis@hotmail.com> wrote:
> On Apr 10, 6:20 pm, protomatter <protomat....DeleteThis@buckeye-express.com>
> wrote:
>
>
>
> > On Apr 10, 5:21 pm, Lord Lancelot <polan....DeleteThis@hotmail.com> wrote:
>
> > > About something to ensure it is possible to have 1 triad.
>
> > > First trial range is 150ly. (or 100-125ly)
>
> > > All other are at 50ly (Default value) (or a user value 0-75ly)
>
> > > So RCS trial Config would look like this 150 / 50
>
> > > Coalition Trade Triad: When 3 bases of each capital type (with >50k
> > > Colonists each) are within 50 ly of each other, they all 3 gain 1500
> > > mc per turn.
> > > The range is configurable by HConfig option: CoalitionTriadRadius.
>
> > > I find the Triad money bonus to be a big one early to mid game, and
> > > I'm fine with them having 1 Triad, and having to protect 3 planet
> > > instead of 1 early on. Giving prisoners race a small juicy target.
>
> > > Lord Lancelot
>
> > the whole triad thing is too difficult in my opinion.
> > 1) your required to seek out a spot somehwere on the map in order to
> > build it. this location could be close but it also could be way way
> > out of range.
> > 2) it requires lots of resources to get the colonists and establishes
> > financialy three bases not includeing the defenses on the surface and
> > in orbit in order to maintain it.
> > 3) its highly map dependant.
>
> > alternative: why not just give the race 1500 mc on each of the first
> > built tribal bases. a 1 Triad bonus gauranteed no range restrictions,
> > doesnt matter where or when. by doing this the race is gauranteed 1
> > triad no matter what game no matter what map. of course they would
> > sacrifice the ability of having more than one triad, but at least they
> > would be getting one, and would be far better in a position to defend
> > and manage close to thier starting point. as compensation for having
> > only 1 triad possibility we could always up the reward to 1800 or
> > 2000, whatever works. or we could keep it at 1500 for the first
> > structures. and still alow the 50 ly radius default. just incase
> > another opportunity arises.
>
> > the whole point here is the seeking out part seems rather rough on
> > some maps and possibility easy on others. but at least this way they
> > wont be losing the perk due to lack of hconfig setting, map sizes or
> > distance to nearest triad potential.
>
> > Prototriad
>
> 4500 MC early on is already a lot of money, that is 45 cities a bonus
> of 4.5 million population.
> It has to cost a little bit, and have to work a bit to acquire or
> defend.
>
> I'm against an increase of income for the Triad, it is already too
> high IMO.
>
> Lord Lancelot

it may be alot of money for most races, but this race has financial
crisis in the early on due to low growth rate and expensive hulls.

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Magik

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Since: May 09, 2007
Posts: 96



(Msg. 17) Posted: Fri Apr 11, 2008 7:07 am
Post subject: Re: To RCS players in games: how are the triads? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Apr 10, 7:05 pm, protomatter <protomat... DeleteThis @buckeye-express.com>
wrote:
> it may be alot of money for most races, but this race has financial
> crisis in the early on due to low growth rate and expensive hulls.

Some of the hull costs were lowered in the new race pack.

The triad is meant for race flavor and isn't required for the race to
be able to win. Its a boost when you can get it. If you want all
bases that you build to have it, then increase the triad range to 3000
or so depending on the map size.

Magik

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protomatter

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Since: Apr 27, 2007
Posts: 120



(Msg. 18) Posted: Fri Apr 11, 2008 7:03 pm
Post subject: Re: To RCS players in games: how are the triads? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> The triad is meant for race flavor and isn't required for the race to
> be able to win. Its a boost when you can get it. If you want all
> bases that you build to have it, then increase the triad range to 3000
> or so depending on the map size.
>
> Magik

well if its just race flavor then i see no reason at all to change
it... if they want the flavor, play a game where the map allows for
it. the rebels dont play in games with no natives ,so lets not worry
about the RCS getting something they dont really need.

(sarcasm intended)
Proto
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Amaranthine

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Since: Apr 26, 2007
Posts: 70



(Msg. 19) Posted: Sun Apr 13, 2008 8:31 am
Post subject: Re: To RCS players in games: how are the triads? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

At least for echo, it should probably be 70-75% (so say 70ly).

90ly appears to allow for a huge number of Triad setups.


On Apr 8, 7:07 pm, Magik <rickglo....TakeThisOut@paulhastings.com> wrote:
> On Apr 8, 5:02 pm, Amaranthine <Michael.Richardson.2....TakeThisOut@gmail.com>
> wrote:
>
> > In general, is there a percentage of the median (90%?  95%?) that
> > could be used as a good rule of thumb?
>
> It's just a start of a theory (unproven), so take it at face value
> thus far.  Probably between 80 and 90% would work.
>
> Rick/Magik
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