If anything I tried to skew it towards the Immortals in the initial setup, since that was the outcome that I had already plotted the storyline for (oh well, life is unexpected sometimes...)Omega Prime wrote:is it me or was this battle skewed towards trattoria?
I changed the mechanic for taking damage in BrikSpace to make it more practical to run as well as less arbitrary (the old rule was literally knock a chunk off...), which might result in an overly aggressive ruleset. So this battle was partly a playtest of that. If stuff dies too easily then games tend to devolve into "turn order massacre" which I've seen in quite a few of my other chat battles. I've thought about a few ways to mitigate this:
-More creative turn ordering (I did this here by splitting up capitals and sub-capitals, which in my opinion helped a little bit)
-More factions and alliances (you can intersperse them to result in an effect similar to creative turn ordering).
-Less aggressive setup and gameplay - might entail nerfing some weapons and not using more powerful units (such as battleships and dreadnoughts in microspace). Even if sides are balanced in having powerful units, they can nonetheless upset the game compared to having lots of weak units.
--I'm considering buffing HP in BrikSpace so ships are more surviveable to this end.
-More cover and interesting battlefield elements so that tactics are more than just "move and shoot".
-Doing response fire, although to be fair this requires action on the players' parts as well.
-Making sure players are well-informed about the forces they're commanding. For example, in this battle I thought the Tratt superweapons were balanced by the literally dozens of black hole missiles on the Immortal ships, but DJ Squidley missed them in the huge pile of ship stats I sent him (I don't blame him tbh, it was a lot) and didn't use them when he had the chance.







