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Planetwars design considerations #3035

@GoogleFrog

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@GoogleFrog

Here are the main unresolved points from the test so far.

  1. Bombing your own planets after a failed defense can entirely wipe out the progress made by the defense. This seems bad, one of the general rules is that people who put the work in to play the games shouldn't be invalidated by faction heads pressing buttons.
  2. Turn order is very important. If the faction turns go A -> B -> C, then if A attacks B, the players from B cannot immediately take part in a counterattack on A. On the other hand, if the defender timer is long enough compared to game length, then players from A that attack B might have enough time to join a defense against B at the tail end of the B turn.
  3. People have remembered that taking a faction HQ ends the game. This just seems bad as it leads to a quick round of "beat up the weakest faction". The ideal of 3-way PW was (probably) that the two weaker sides could team up against the stronger one, but that does not seem to be on track to happen. HQ-rush has happened before and looks set to happen again.

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