tag:blogger.com,1999:blog-19884352.post162250910809985454..comments2023-12-03T23:16:56.786-07:00Comments on Cumbersome: Terra Prime updates for Eminent Domain OriginsSeth Jaffeehttp://www.blogger.com/profile/12449603052617321357noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-19884352.post-84133952913206226902017-10-11T11:22:57.458-07:002017-10-11T11:22:57.458-07:00@Michael - Well, the list in this post pretty much...@Michael - Well, the list in this post pretty much sums up all the changes I'm making... If you're asking how much different EmDo Origins will FEEL than the original Terra Prime, I suspect it will feel pretty similar. I don't intend to make a different game, just a cleaned up/streamlined version of TP.Seth Jaffeehttps://www.blogger.com/profile/12449603052617321357noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-3740913409062172732017-10-11T10:56:42.607-07:002017-10-11T10:56:42.607-07:00How much do you think eminent domain origins will ...How much do you think eminent domain origins will differ from terra prime?theTrueMikeBrownhttps://www.blogger.com/profile/10455716356678012472noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-62224352853647106222017-10-10T17:43:10.053-07:002017-10-10T17:43:10.053-07:00Thanks Josh!
There IS a benefit to having a 3rd w...Thanks Josh!<br /><br />There IS a benefit to having a 3rd weapon. In fact, each weapon is more useful than the last when it comes to fighting aliens. In fact, if you had 6 weapons, you would automatically defeat every possible hostile alien!<br /><br />The thing is, in Terra Prime there were only 3 slots to add weapons. You also have a built in weapon, and you could get a technology that gives you one more weapon. So at a maximum you could have 5 dice, and you would only miss on a 6. However, to have that many dice to roll, it means you would have NO shields (other than your single built-in shield), AND the 3rd weapon module would have cost you 6 points worth of money. So it wasn't really a good idea to bother with that 3rd weapon (while a 2nd one is not uncommon).<br /><br />I suspect that (a) adding a module slot, and (b) reducing the cost of each weapon module to $10, will lead to a potential Heavy Weapon strategy, where you can all but guarantee victory against aliens. In fact, with Battlestations tech (+1 Weapon), Cloaking Device (Aliens don't shoot you when you move/explore), and 4 weapons, you could automatically defeat every hostile aliens you come across, and that could potentially be an extreme but viable strategy. <br /><br />Though realistically, you could probably do just as well with 1-2 fewer weapons. And if you choose to go THAT rout, with the additional module slot you could get a cargo hold to carry more goods AND get 2 additional engines (for 2 more actions per turn). Or just 1 extra engine, and 2 cargo holds, to carry even more goods, and still be able to kill aliens.<br /><br />Seth Jaffeehttps://www.blogger.com/profile/12449603052617321357noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-23470323086722546902017-10-10T14:55:54.644-07:002017-10-10T14:55:54.644-07:00Hey Seth,
sounds super good (even though I have n...Hey Seth,<br /><br />sounds super good (even though I have not played TP yet, and I fail to put some points into perspective). I generally like your streamlining mind set.<br /><br />Just a question/ comment: If it is possible to purchase three weapons but it is never useful, should it not either be made useful (by introducing events that could need or at least benefit from that) or be forbidden (by having only two weapon ports on a ship)? Some restriction there could help new players get along in the game.<br /><br />Cheers,<br /><br />JoshJosh 'Dagar' Zscheilenoreply@blogger.com