Characters imensly increase play value on a great game

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wolf14455
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Characters imensly increase play value on a great game

Post by wolf14455 »

I been playing Human with Democracy and every so often my leader is replaced. Seams he never be reelected even if he is good. Some of my leaders like troop comanders are really funny. Really good attack but are drunk all the time. Like Sherman in a way but as I remember he was sober during battle.

Has any other got character stories to share from your Legends play?

I hope to find out if leaders from different type of government act differently and if some (kings, Dictators, etc) are ruling for life or if they can be deposed.

What happens when a revolution occure? Does new characters being awailable?

Again I must say this is a briliant improvement of the game.
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I was called Lill Sputnik (Little sputnik) as a baby in 58-59
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Evrett
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RE: Characters imensly increase play value on a great game

Post by Evrett »

I had my colony governor bring a coupdeta against my leader. Nifty event and all but seems like it should involve more than the leader just poofing...maybe spawn some pirate ships in the home system or something representing this conflict.
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" - Ronald Reagan
sbach2o
Posts: 378
Joined: Fri Mar 26, 2010 8:15 am

RE: Characters imensly increase play value on a great game

Post by sbach2o »

Has any other got character stories to share from your Legends play?

How to slowly ruin a perfectly good fleet admiral:

In my most recent game I started with crap empire leader (immediately dismissed, only to learn that the new one who turned up was even worse, but I couldn't dismiss that one outright, dismissal quota used up), and an even worse spy (found out after his first mission, which he miraculously survived - dismissed that one as well, in hopes that a replacement would turn up soon, which didn't happen, of course).

In that gallery of losers, one person stood out, my Admiral who had four skills with good bonuses across the board, in addition to that a trait, that raised another two attributes. He helped his fleet in every way imaginable, from damage, speed, fuel savings, maneouverability, evasion. A hero in the making.

From my play experience in a previous game, I had reached the impression, that letting a good leader stay idle may do bad things to him. I had a colony leader with skill in military ship construction speed stay on a backwater planet with indies, where nothing was produced while it was trying to get out a colony ship. Seems that having no use for his skills made him turn to drugs. He acquired the trait 'addict', and you can imagine how nothing good comes from such a trait.

I wanted to spare my perfect, hero-to-be admiral such a fate at all costs!

So I kept him occupied. That occupation consisted in him supervising the little fleetlets sent to take out the odd pirate base (two or three in total), but apart from that there were only space monsters to hunt down. "Better space monsters than nothing", I thought, and let him have at it. Oddly enough, his skills weren't increasing. At all.

Weren't the battles big enough? Probably not, such a pirate base isn't much, and could be taken out by a one ship fleet made up of a derelict destroyer with ease. And single Space Slugs and Kaltors posed no remote threat, either.

Finally I found a ship graveyard with a sizeable group of Kaltors, well, half a dozen of them or almost... I sent my freshly expanded 1st fleet (five ships) over, which I put under the command of my admiral, ahead of a small complement of constructor ships, and the flank secured by the single ship fleet made up of that derelict destroyer. Finally some action! I thought...

Of course, the Kaltors were no match for what I sent against them. They were rather massacred without coming close to damaging even one of the ships. This was still very early, with Epsilon Torpedoes just freshly installed - only that found destroyer sported all the futuristic gizmos like Titan Beam and whatnot, that one did half of the killing. Still a little battle not without the minor risk of having the odd ship damaged, so from the military point of view it was a total success.

Well, fate though otherwise: "In the recent battle our admiral so-and-so acquired a new trait: poor Tactitian". BLAM! 'Poor Tactitian' means -5 to all skills. All his skills were still looking nice and green and double-digit, but less so than before, a bit less hero-like. Playing with Kaltors probably let his skills go slack.

I then looked at his event log (or what it's called). A number of skirmishes were listed, all with no losses on my side, most with nothing to count on the enemy side either. So space monsters apparently don't count.

The moral of the story: don't make the mistake of letting your admiral have target practice on these measly beasts.
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ehsumrell1
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RE: Characters imensly increase play value on a great game

Post by ehsumrell1 »

LOL! That was like taking a gun to a knife fight!
Shields are useless in "The Briar Patch"...
sbach2o
Posts: 378
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RE: Characters imensly increase play value on a great game

Post by sbach2o »

Honestly, I just think that the promotion/demotion criteria for characters in the game are... to be worked on. From the character's event log I had the impression, that skirmishes with space creatures, maybe pirates too, just aren't evaluated sensibly.

Or there is a large amount of randomness in what the game does with your characters. It is a huge black box.

Plus, what the hell would be 'poor tactics' in bringing overwhelming force to a battle? It is the essence of successful campaigns.
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feelotraveller
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RE: Characters imensly increase play value on a great game

Post by feelotraveller »

One of my admirals got 'poor attacker' for taking out a pirate base successfully without any loss or damage. Didn't make a whole lot of sense to me. [&:]
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