One difficulty I've been seeing is that racial balance can change
dramatically depending on how much maneuvering room there is.
For example, consider the Rebels on the default map with 30 players or 4
players.
In a 4 player game, the Rebels would have a giganormous advantage -- they
can hyp around and claim an entire galaxy's worth of natives because there's
so much empty space between the players, it's easy for the Rebels to find
the natives and get there first.
In a 30 player game on the same map, it's much more likely that the natives
will get spotted early by the various players and the Rebels won't get
nearly as many.
Lizards are the opposite. In a big, open map with few players, they have to
drive a long way to find someone to fight. They need prisoners to really
get their economy going and that's hard to do in a big map with a lot of
empty planets. In a crowded game, they can very quickly get to fighting
their neighbors and have a good chance of making a big economy.
There are map SIZE issues to think about, too!
Robots will be deadlier in a small map. If you wanted to do a small game
and made a map with a 400 light year radius, that means a big Robotic insect
nest in the middle of the map could steal colonists from every planet in the
galaxy and a Gun Zero would cover a huge percentage of the map. Whereas in
a big map, there's a lot more room to grow your empire away from those
effects.
If there's one thing I'd like to see VGAP4 do, it's make an effort to
balance these kinds of issues. Games of this type always have a degree of
luck and randomness, but I think it's a bit excessive here. There are too
many too huge advantages that some races can get under the right conditions.
----- Original Message -----
From: "KlingonKommand" <Paul.DeleteThis@nurk.fnord>
Newsgroups: alt.games.vgaplanets4
Sent: Sunday, July 30, 2006 3:12 PM
Subject: Is there a "best number of players" for a game?
> I've been wondering:
>
> do games with, say, more than 20 player always end unsatisfactorily?
>
> I.e: because once an alliance of 5 people forms, they're unstoppable...
>
> Or there are too many dropouts...
>
> Or the map is too large for anyone to win in less than 130 turns
> (obviously this ain't necessarily so, depending on victory conditions)
>
> Of course lots of players gives more opportunities for diplomacy.
>
> I thought this would be an interesting thought to kick around, among the
> community. I'm sure we all have an opinion on "the ideal number of
> players"...
> --
> Paul Honigmann >> Stay informed about: Is there a "best number of players" for a game?