Multipolarity II - Game Thread

So, for MP3, should I keep national powers?

To avoid a bureaucratic mess, I have divorced national powers from any corporation.

However, should I ditch powers altogether to avoid balancing issues? The game has enough going for it I think we can lose it with no serious loss.

To refresh your memory, powers bestow benefits. Scientific gave more research, military higher victory chance, etc.
 
Kill the Witch! (ergo ditch it).
 
Yeah, they just invited unbalancing problems. Get rid of them.
 
Keep, please.
 
So, for MP3, should I keep national powers?

To avoid a bureaucratic mess, I have divorced national powers from any corporation.

However, should I ditch powers altogether to avoid balancing issues? The game has enough going for it I think we can lose it with no serious loss.

To refresh your memory, powers bestow benefits. Scientific gave more research, military higher victory chance, etc.

Keep 'em. :espionage:
 
So, for MP3, should I keep national powers?

To avoid a bureaucratic mess, I have divorced national powers from any corporation.

However, should I ditch powers altogether to avoid balancing issues? The game has enough going for it I think we can lose it with no serious loss.

To refresh your memory, powers bestow benefits. Scientific gave more research, military higher victory chance, etc.

Mass+Effect+3+-+Javik.jpg


Throw it out the airlock!!
 
6 for death, 4 for life. I think this is a tight issue, to say the least. :p
 
Really any IOTer would have a vote. :p
 
I really don't know why people like them so much. I can think of three reasons why we should remove them off the top of my head:

1) They just invite the game to be unbalanced. Getting rid of them would remove something that Tani needs to keep track of to nerf/buff. And that is a good thing.
2) Tani wants to make MP III simpler and this is something that could be removed easily. It's like the Dictatorship/Democracy thing, they weren't really nessecary so why have them?
3) They aren't a vital part of the game, so it wouldn't change the game too much if you removed them. It wouldn't be like he was removing clients or something.

I could probably think of more reasons if I really put my mind to it.
 
Really balancing is the biggest issue of all with such powers. And with a radically altered model of gameplay, there's even less reason to keep them around. Industry as we know it no longer exists, population takes care of itself (more or less), etc.
 
well I just really wish we could get a "flair", ya know? Maybe we can have just a starting boost, like..

Choose industrial: Get +50 industry on turn 1.
Choose combat. Get 3 extra starting troops.
Espionage: Additional 1 spy turn 1.

Etc.
 
That would still suffer from lots of problems. I just don't think they are a good idea.
 
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