Thread: quests?
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Unread 6 Jan 2008, 21:46   #13
Membrivio
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Re: quests?

Quote:
Originally Posted by Snurx
Specialization is a gain, but also a huge loss. Not building reslabs, seccentres or fincentres gives a major disadvantage. Distwhores almost never ends up on top, neither does cov-oppers or scanners. But, they bring enjoyment and strategic options to the game and should be encouraged, also for new players.

What about making quests for unpaid planets only? Or at least make them non-linear. You could also lower the rewards. (Or, make them more strategically sound )
Allrounding has gains, but also means the huge loss of not specialising. (Adam Smith ) Building all constructions makes that you will never have enough of them and that you will change focus now and then. Plus you will always be more a target. It also makes alliance and galaxy play necessary which means communication, this can also be seen as a cost (but also a gain )
I agree though on the fact that it may be used for unpaid planets/new players only as the veterans playing donot need these quests to succeed.
About the rewards: I think if they are used for the new group/unpaid accounts only they donot need tweaking. What remains, however, is that people will upgrade their accounts only after having incurred at least some of these rewards. So, I guess that is the reason everyone can get them (potentially, if you donot specialise )
The choice is then: offering them or not. I am a proponent as all in all it will be helpful for new players which is a more important benefit in my opinion than the cost incurred by the specialists.
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