Comments (6)
2M is probably the lowest amount that makes sense. It gives you 6 shippers or 4 haulers (or some combination).
You could also afford one fighter and one hauler which could be an interesting starting strategy against dumb bots with no/bad defense/retreat logic.
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10M would also be good.
You could buy pretty much anything except destroyer.
You get a chance to buy both cargo and attack ships right from the beginning.
You get the game started fast.
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Generally, too little starting money slows down the beginning of the game and makes loosing even one ship painful.
We should avoid having so little starting money that the game feels uninteresting from the start.
On the other hand, starting period with less money gives people a better chance to observe what is happening and if their strategies work. This might get harder as the game fills with more and more ships so
I'm not sure if there are more disadvantages in giving people a lot of starting money.
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We could have predefined number of ships of each type given to the player (in addition to some money).
That way players would be guaranteed to always start with something reasonable (at least one cargo ship).
Furthermore, it would make it possible for teams to start writing trading strategies right from the beginning, without caring for buying ships.
Downside is reduced choices for the players.
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One downside of getting (just/a lot of) money is the time required to buy all the starting ships.
With 10M it would take 30 ticks to buy 30 shippers which seems okay. (ignoring that players need to keep some cash for resources)
With 20M it would take 60 ticks to buy 60 shippers which seems like a lot. But it is also the choice of the player to buy that many cheap ships.
However, for this reason I don't think we want to give players more than 20M of starting money.
Starting ships could work imho.
Maybe we can do something like: 10 shippers + 10M of money
Giving players shippers means that they don't have to spend that much time buying ships and shippers are the cheapest ships so they take "relatively the most" time to buy.
At the same time 10M should give players enough freedom to have a distinct starting buying strategy.
I think players can buy combat ships and haulers if they want them. By not giving players many ship types we can keep their options relatively open.
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currently: 1 mothership + 5 shippers + 5M money
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Related Issues (20)
- prepare final example bot HOT 2
- test all commands HOT 1
- history visualization HOT 1
- score over all seasons HOT 2
- consider compressing history data jsons for the database HOT 2
- shorter seasons HOT 1
- visualization: move with coordinates
- deploy HOT 2
- visualization: modal windows content should update automatically
- network compression HOT 2
- generated wrong colors and positions
- logout returns 500 in some occasions
- visualization: ships shouting HOT 1
- attack command on wreck is incorrectly accepted
- consider moving database filesystem data outside docker
- visualization: graph with ships classes per player
- visualization: modal window improvements
- fast tick mode
- visualization: page with all ships for each player
- visualization: changing map to graphs cancels replay occasionally
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