Hi dark, Yeah I see what you mean.
Most strategy games whether they be web based browser based or actual video games if you will are number crunchers to some extent. It depends though on how those numbers are crunched. Even ce is a number cruncher to some degree although that does add a lot of variety to the crunching. Take research for example. You need x amount of points to get x contracts or to the next set level. Certainly the x-beyond series was and still is a number cruncher. By that I mean the more factories you owned the more financial power you have. The greater the financial power the better ships technology and factories you can get. Build fleets blockade jumpgates with fighters or lazer towers so when pirates or xenon ships came through they'd get fried before they could even enter the sector. The thing with the x series of games is that unlike so many of the play reset play again games this didn't reset. at one point I had over 150 factories all self resourcing with transporters that created trading loups. By that I mean you can set factories to allow trading from outsiders or not. So some of my primary resource factories were for me and me alone. So 1 factory of mine would buy from another. Which simply transferred funds round my empire. Then of course resources would get picked up by the end product factories and the end product factories would manufacture the product that I wanted to sell to the outside universe. So money came in from the outside universe at those points. That's what you call long term design. Then I'd have fighters escorting my transports, 2 or 3 to a single transport. The big factories needed at least 3 transports 1 per assigned resource but sometimes I'd have 2 transports for some resources if they were hard to come by or if I was producing them but my resoursing factories were far away. the way I'd make sure my own transports went only to my factories was by setting the prices so it made no difference regardless how far away it was they wouldn't go anywhere else. I'd run the resourcing factories sometimes at a loss just to keep the money in the loup. Then I'd have fighters and lazer towers guarding the jumpgates. I'd stick some towers at the side of the gate and 1 or 2 behind the entry point for ships exiting from the gate. So even if the towers from the side didn't sideswipe them, the rear towers would get them. It's these sorts of games that take long term planning and managing that I truly love. What I just described to you above took me 3 months to accomplish. But I enjoyed every bit of it. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
