Okay, here are last week’s notes on the game:
- Players felt that the world map was too big for what was trying to be done, they suggested axing several of the territories (About half) to funnel players together.
- Several players wanted to try where the Money rating didn’t affect rolls, but was instead (Money Rating * 100) is the amount of money you got, this I disagreed with after testing it for several rounds as money began to pour in too quickly.
- Combat needs to be reworked, I suppose, as at one point I toppled Mike’s Empire across the Asian subcontinent in only a few turns, and a few turns after that, Jo destroyed my Empire and bank system in one turn as well.
- Buildings need a rework in defense, Mike lost his Forward Base (And stopped playing) after he left it undefended. I lost my bank after Jo attacked it, although I had one defender.
- Length of play and effort to destroy enemy HQ are skewed.
The list isn’t long, but it’s large enough to demand a massive rework on several fronts, changes:
- Reduced the map size, eliminating many of the low S/M rating areas.
- Kept dice rolls in effect for gaining money, it seems to work fine to be, but we’ll see if more players advice change.
- Combat, okay this one is a little fudgey on how to change, with Combat being entirely dice based, a D6 is the only real way to get through this, I guess I should implement the “Motor Pool” building’s escape rule into all minions from teh start of the game, with the Motor Pool giving a +1 or +2 to the escape rolls. This means minions have a chance (On a D12 roll of 1, 2, 3, or 4) to return to their headquarters.
- I suppose including “Defense” measures in a bank/Forward base, such as “Requirement of 1 minion in the bank/base at any one time is required.” or maybe applying three “Security guards” to any base whom receive a -1 to their rolls on defense, but only act in defense.
- It seems that simply giving players a free minion when they lose their last one isn’t enough to keep them in the fight. The requirement to build a Satellite Launch Pad in order to find the enemy’s HQ (Steep price attached), means that the game takes a lot longer than it should, with players ending the fight by simply conquering enough territories (Raking in maybe 6k at a time, as Mike did) to buy enough minions to stop all player advances. I can’t seem to think of how to fix this except for removing the Launch Pad and putting the HQ in a hidden place ON the map via cards for each territory to choose where yours is, and having players “Gather Intelligence” on a region, maybe.