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.



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