Big D wrote:
The main reason that blues can't compete with reds in unlimited turn games is because the reds can drastically outwiegh blues in the fighter amounts in short amount of time. Sure in the long run a blue can compete, but that's only if they last that long. The edit has to have planets producing 1:1 figs and very short cit times for blues to compete at all. I personally don't like to play those type edits because the game is over in days if not hours. The best way I've found to balance the game is to turn on rob/steal delay, but guess what? Then the reds won't play. Not sure why because they can still outcash the blues in the beginning, it just evens the odds a bit is all.
True on a game if the blues can last, but the type of game I am looking for is one that only lasts a weekend at best. The rob/steal dealy will help balance, but no way I would play with that on - too mind numbing in an unlim, and key time is a major issue.
The games that start during the week give at least a 4-5 hour headstart which should mean an 800 mil balance to overcome - toss in being blue and no planet started before first extern and it is a waste of time. As I said in the first post, a truce that ends during the weekday is also a lost cause since the grid will be gone and a few L5s/L6s dropped in the gate. If red, might as well just go on defense and wait for the end. Working anything other than a day shift effectively prevents any decent game play during the week since most players are online in the afternoon/late night.
tornado on the ground - gotta go.
[Edit]False alarm on the tornado - they are bouncing west of us. Nasty weather with 60+ mph wind and the sirens keep going off.[/Edit]
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/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."