Galaxy Cargo, Corners & Diplomacy From: sutin@helios.ucsc.edu (Brian Sutin) Date: Mon, 22 Mar 1993 02:56:24 +0000 (sorry about the loss of thread -- I lost David's reply) Cargo: I was assuming in my statement about probes carying cargo that there would still be, consistent with the current loading rules, a minimum amount of mass that cound be loaded (probably 1). Otherwise everyone would build (1 0 0 0) ships, load on 0.01 cargo the first turn, and send them everywhere. A fix (I am amenable to fixes) would be to require any ship capable of carrying cargo spend a mass of 1 on cargo ability. I really dislike this fix, however. I am sure that there is a better one out there somewhere. Corners: Being in a corner is really an advantage because fewer other players are competing with nearby worlds, and therefore a corner player, on average, starts with a larger empire. I would still rather have the center any day. Diplomacy: Galaxy is a 2D multi player game with almost complete knowledge. The structure is not significantly different than Diplomacy. The difference is that the majority Galaxy players don't know this, and play tactics, while ignoring strategy. Tactics, along with some lucky breaks, can win the game. Stategy provides the breaks. Brian Sutin sutin@lick.ucsc.edu Lick Observatory, UCSC Santa Cruz, CA 95064 Fred: "May I rescue you?" Ginger: "No, thank you. I prefer being in distress." Referenced By Up