Soms suggestions for Sins

I've some suggestions for the TEC Loyalists or the game in general. I don't want to be a troll and mind you, they are just ideas! You can ignore them if you want! The game is nice enough to play as it is and the developers will probably not even read this kind of stuff. But maybe some of the ideas make sense? Perhaps the forum moderator could make a suggestions-forum for this kind of stuff.

- Trade ports.

I think they're essential, but they don't give much revenue. They cost 900 credits (not counting the cost of the research upgrade) and they earn about 2 credits/s. This means it will take about 10 minutes to earn them back, which is a pretty long time imo. If they were a bit cheaper then they might be more useful.

The calculation of the longest trade route is a bit strange. The calculation of the trade route doesn't take into account unused planets, but trade ships don't mind! They'll travel through unoccupied planets, through the star, even through enemy territory.

There are lots of trade ships flying around everywhere. I would like a general setting to ignore them, because I don't like that my ships are distracted by them.

- The Cielo unit.

Why can it target a starbase? It's a huge structure, it's not designed to "paint" targets on such an enormous hull...

Why is the shield restore rate only 2.5 and why does it not stack? 2.5 is hardly useful in battle.

Why does it have so little hull and armor, even though it has to be in the middle of the battle because its specials have such a short range?

- The Hoshiko robotic cruiser.

Why does its repair rate not stack?

Why is this cruiser so vulnerable (low armor and hull) even though it's meant to repair units in the heat of battle?

It already does so little damage, why doesn't it have decent armor. Or give it invulnerability or something like that (red cross...).

Why do they have offense ability (which you can research)? They are repair cruirers, not combat units! Those are conflicting roles and it seems not natural for those units.

Perhaps add some tech to research Robotic Cruisers level 2 or even level 3, which are more expensive but also last longer (to make them more suitable for late game when I've enough resources). E.g. level 2 = extra armore, level 3 = extra hull and shield.

Why do Hoshiko's engage a starbase? They just get destroyed... they should support the fleet when needed, and otherwise they should stay away from danger.

- The carriers.

They have the most hull and armor of all units, yet they never enter the battle. Perhaps give them less armor at least.

They create fighters yet they have no AA against enemy fighters. Why is that... ? It just seems so artifically "balanced" that way, it seems not natural.

- Missing higher level ships later in the game.

Flak, missile frigate have no late game equivalent. That means building lots and lots and lots of tiny weak units instead of fewer more powerful units.

Also, those tiny units are really weak against Titans. I've lost hundreds of them in a few minutes against the Vasari Titan. I would like more powerful, fewer units late in the game. In order to balance this, I'd make those units relatively powerful but also relatively expensive, so that they are only economical to build when fleet capacity becomes a serious issue - and that's very late game. For example make them 3 times more powerful (hull, damage), but make them 4x more expensive.

- Missing an anti-Titan unit.

There's one specialized unit to destroy starbases (the long-range torpedo cruiser) so why is there not one that is specialized against Titans?

- Ogrov torpedo cruisers

The only quick way to destroy a starbase is by bringing along a bunch of torpedo cruisers. In case of a moving starbase, you need about 10 of them. However, this will make your fleet weaker against enemy ships and if the enemy fleet is present, you will lose badly because the have more ships (and also a defense bonus)

 Also the torpedo cruisers are weak and once you lose them, it's really hard to destroy a starbase. Imo they're just too weak, they are so easily destroyed... perhaps increase their range even more? Or make them more durable against fighters/bombers? Or give them some kind of repair upgrade?

Also they cost a lot of fleet capacity yet they are cheap resource-wise ... which makes no sense to me, just make them more expensive, maybe even a lot more expensive. After all, they are really useful. It might be nice to increase their range, this won't make them that much more powerful, but it would make them more worth their resources more.

- Starbases.

A starbase is a huge structure and you can build only 1 (or 2 for TEC Loyalists) in a gravity well, yet there is a limit to 8 upgrades. Why not make this unlimited? Why: because their trade facilities are so important to boost your economy, you just have to buy those upgrades. And once you upgrade the merchant bays, you can't remove them so you cannot reconfigure a starbase from economic mode to combat mode and back when the need arises. In any case, scuttling upgrades make little sense to me, there's enough room to build more things. Each additional upgrade is relatively weak anyway, they hardly make an impact when a big fleet arrives and attacks ; the best upgrades (armor and weapons) are enough to do major damage to an enemy fleet. The other are just little addons I think.

If more upgrades are possible, this increases the ability of a starbase to engage a small fleet (because it can have both weapon upgrades and squadrons in addition to trade).   But imo the starbase is a bit too good against large fleets, especially with repair bays nearby.

Perhaps reduce its ability to get aid from too many repair bays... just so that it's not able to destroy a complete (AI) fleet, which is a bit strange. Or reduce its armor so that it's easier to destroy. The TEC starbase, especially the Twin starbases, are really durable against most units, except the torpedo cruisers.

Perhaps also add the possibility to add research stations to a starbase. This could be useful on small maps.

For Vasari it might be nice to add a planetary bombardment upgrade to the starbase, which also increases allegiance and/or tax-rate. If jumping into an enemy gravity well, the fear-factor might make the population change allegiance all of a sudden.

Maybe starbases in empty gravity wells could have some additional features... maybe they can become a bit of a trade/diplomacy hub like Babylon 5?

- Too many fighters and bombers.

It is possible to build lots and lots of fighters and bombers, to the point that the game slows down because of them ... perhaps just reduce their number, by making everything 2x as expensive and 2x as powerful.

- Capital ships.

They don't come back with highest level and I think that's a shame. You can train the ship's crews of course, but that's only up to level 4. So perhaps record the highest level per capital ship type and allow training of those ships up to that level (perhaps research "escape pods" or "combat recordings" or something first). Imo it'd be a nice added feature to also add an elite-training for capital ship crews, which allows them to go from level 10 to level 11, so that they are better able to engage a level 10 Titan. This is only needed very late in the game, where Level 10 Titans plus a supporting fleet are almost impossible to destroy. So the research and the level 11 training upgrade can be made very expensive.

I think capital ships that are heavily damaged are difficult to find, perhaps give them a red icon overlay.

- Fleet formation:

capital ships are placed on a long line that span half a gravity well, even in "tight" settings. A line is not tight... that's the worst formation possible.

 when moving back (180 degree turn), the "line" is point-mirrored, so ships move from one end of the line to the other. This is also the worst movement possible. It would be better to simply mirror the positions.

Hoshiko cruisers and flak form their own "mini" positioning with a fleet. This means they protect their own turf, but are out of range of parts of the fleet. It would be more useful if those support ships are distributed evenly over the fleet, or maybe they don't really need fixed positions inside the fleet, instead they could patrol across the fleet. This is important in case you choose to hold position (of the fleet).

- Before phase jumping, ships first go to their fleet position, but that takes time and time is precious when you're running away from the enemy. They should just do the jump and go to their position on arrival.

- Diplomacy possibilities are disabled when teams are locked, but why? Why can't you make a trade pact or another kind of pact when you're in a team? You're teammates so you should assist each other as much as possible... anyway I thinkg that would be nicer.

- On small maps when playing 3v3, with 5 AIs, the normal AIs are too easy and the hard AIs are too hard. The normal AI doesn't really attack because it's pretty weak. The hard AI is too powerful, before you know it there are 3 capital ships on your doorstep and in the meantime your allied AIs are just running around, doing nothing to help ... tha'ts not very nice. I would like an AI that is somewhere in-between for such maps. Note that on larger maps or 1:1, hard AI is doable.

 

25,097 views 21 replies
Reply #1 Top

- Missing an anti-Titan unit.

There's one specialized unit to destroy starbases (the long-range torpedo cruiser) so why is there not one that is specialized against Titans?
End of quote

Seriously, this one statement is all you need to read in order to know that this guy is a huge  :troll: .

 

EDIT: 

For Vasari it might be nice to add a planetary bombardment upgrade to the starbase, which also increases allegiance and/or tax-rate. If jumping into an enemy gravity well, the fear-factor might make the population change allegiance all of a sudden.
End of quote

LOLOLOLOL, as if vasari starbases weren't powerful enough...

Reply #2 Top

I think they're essential, but they don't give much revenue. They cost 900 credits (not counting the cost of the research upgrade) and they earn about 2 credits/s. This means it will take about 10 minutes to earn them back, which is a pretty long time imo. If they were a bit cheaper then they might be more useful.
End of quote

 

WTF? Trade ports are the best income in the entire game. Yes, even after the DLC.

 

Why does its repair rate not stack?

Why is this cruiser so vulnerable (low armor and hull) even though it's meant to repair units in the heat of battle?

It already does so little damage, why doesn't it have decent armor. Or give it invulnerability or something like that (red cross...).
End of quote

 

Do you have any idea how much 40 Hull means after armor and shield mitigation? Making it stack would make TEC close to invincible.

 

Because it is a cheap unit that can be mass produced. Not to mention that TEC has very good durability upgrades.

 

They have the most hull and armor of all units, yet they never enter the battle. Perhaps give them less armor at least.

They create fighters yet they have no AA against enemy fighters. Why is that... ? It just seems so artifically "balanced" that way, it seems not natural.
End of quote

 

That certainly is somewhat odd. Probably was done that way because they cost more fleet supply.

 

Also, those tiny units are really weak against Titans. I've lost hundreds of them in a few minutes against the Vasari Titan. I would like more powerful, fewer units late in the game. In order to balance this, I'd make those units relatively powerful but also relatively expensive, so that they are only economical to build when fleet capacity becomes a serious issue - and that's very late game. For example make them 3 times more powerful (hull, damage), but make them 4x more expensive.
End of quote

 

A Flak unit is not supposed to be effective against heavy targets. You try to sink an aircraft carrier with a pistol.

 

- Missing an anti-Titan unit.
End of quote

Corvettes... Bombers....

 

- Ogrov torpedo cruisers

The only quick way to destroy a starbase is by bringing along a bunch of torpedo cruisers. In case of a moving starbase, you need about 10 of them. However, this will make your fleet weaker against enemy ships and if the enemy fleet is present, you will lose badly because the have more ships (and also a defense bonus)

Also the torpedo cruisers are weak and once you lose them, it's really hard to destroy a starbase. Imo they're just too weak, they are so easily destroyed... perhaps increase their range even more? Or make them more durable against fighters/bombers? Or give them some kind of repair upgrade?

Also they cost a lot of fleet capacity yet they are cheap resource-wise ... which makes no sense to me, just make them more expensive, maybe even a lot more expensive. After all, they are really useful. It might be nice to increase their range, this won't make them that much more powerful, but it would make them more worth their resources more.
End of quote

 

The best way to destroy a starbase is bomber spam. The Ogrov is a weapon of economic warfare.... build a few hunter packs of them and send them to multiple enemy gravity wells at once..... they will do severe damage to infrastructure.

 

A starbase is a huge structure and you can build only 1 (or 2 for TEC Loyalists) in a gravity well, yet there is a limit to 8 upgrades. Why not make this unlimited? Why: because their trade facilities are so important to boost your economy, you just have to buy those upgrades. And once you upgrade the merchant bays, you can't remove them so you cannot reconfigure a starbase from economic mode to combat mode and back when the need arises. In any case, scuttling upgrades make little sense to me, there's enough room to build more things. Each additional upgrade is relatively weak anyway, they hardly make an impact when a big fleet arrives and attacks ; the best upgrades (armor and weapons) are enough to do major damage to an enemy fleet. The other are just little addons I think.
End of quote

The developers decided back then that for gameplay reasons, it would be better if you have to make a choice about what kind of starbase you want to have. Reconfiguring them would probably have been a similar issue.

 

The right upgrades make a huge impact on the starbase. And for Advent the Weapons are actually the last thing you want to upgrade in most cases. Meteor Storm does more damage than any weapon upgrade could ever hope to..... and for TEC BRB will put an swift end to any offensive of your enemy.

 

The irony is, that a starbase is so powerful against conventional attacks that killing it with bomber spam is the only reasonable course of action, which in turn makes the starbase less powerfull, because bombers spam is so common.

 

 

Perhaps reduce its ability to get aid from too many repair bays... just so that it's not able to destroy a complete (AI) fleet, which is a bit strange. Or reduce its armor so that it's easier to destroy. The TEC starbase, especially the Twin starbases, are really durable against most units, except the torpedo cruisers.
End of quote

 

They are mostly sitting ducks that cannot move. A sane enemy (note that the AI is not sane) wont ever move close to it if he can avoid it.

 

For Vasari it might be nice to add a planetary bombardment upgrade to the starbase, which also increases allegiance and/or tax-rate. If jumping into an enemy gravity well, the fear-factor might make the population change allegiance all of a sudden.
End of quote

 

Due to its mobility the Orkulus is already is the best starbase and is ABSOLUTY not in need of a buff. And Advent one can already drop meteors down on planets.

 

 

- Capital ships.

They don't come back with highest level and I think that's a shame. You can train the ship's crews of course, but that's only up to level 4. So perhaps record the highest level per capital ship type and allow training of those ships up to that level (perhaps research "escape pods" or "combat recordings" or something first). Imo it'd be a nice added feature to also add an elite-training for capital ship crews, which allows them to go from level 10 to level 11, so that they are better able to engage a level 10 Titan. This is only needed very late in the game, where Level 10 Titans plus a supporting fleet are almost impossible to destroy. So the research and the level 11 training upgrade can be made very expensive.

I think capital ships that are heavily damaged are difficult to find, perhaps give them a red icon overlay.
End of quote

 

While certainly hurting a lot, high level capitalships are replacable. A high level Titan is not.

 

 

- Fleet formation:

capital ships are placed on a long line that span half a gravity well, even in "tight" settings. A line is not tight... that's the worst formation possible.

when moving back (180 degree turn), the "line" is point-mirrored, so ships move from one end of the line to the other. This is also the worst movement possible. It would be better to simply mirror the positions.

Hoshiko cruisers and flak form their own "mini" positioning with a fleet. This means they protect their own turf, but are out of range of parts of the fleet. It would be more useful if those support ships are distributed evenly over the fleet, or maybe they don't really need fixed positions inside the fleet, instead they could patrol across the fleet. This is important in case you choose to hold position (of the fleet).
End of quote

 

Yes... fleet formations are less than stellar in many cases.

 

 

- Before phase jumping, ships first go to their fleet position, but that takes time and time is precious when you're running away from the enemy. They should just do the jump and go to their position on arrival.
End of quote

 

L2P (Disable group jump when you have to run)

 

 

 

 

Generally speaking, it is obvious that you lack deeper understanding of the game. I would recommend a few more hours into it, then you will likely understand better. ;)

Reply #3 Top

I'd like to add to that Bomb Disarming Drones for all those entrenchment mines and the option to disable super weapons from within the game.

 

I mean come on, that should be in the game!

Reply #4 Top

Quoting Valendale, reply 3
I'd like to add to that Bomb Disarming Drones for all those entrenchment mines
End of Valendale's quote

There are already anti-mine abilities in the game.

Reply #5 Top

Oh, well I guess I'll just build a massive fleet of self destructing scouts then.

 

Oh but then I have to manually position each scout around each mine don't I?

Reply #6 Top

Quoting Valendale, reply 5

Oh, well I guess I'll just build a massive fleet of self destructing scouts then.

 

Oh but then I have to manually position each scout around each mine don't I?
End of Valendale's quote

They have an AOE that makes mines vulnerable to weapons fire.

The also enable their weapons to kill the mines. 

Only bad thing is they will sometimes target turrets versus the mines :(

Put some flak with the scouts though and blamo... mines gone.

Reply #7 Top

The problem though, is you have to manually click each of up to a hundred mines, or use a fleet or something to destroy the mines.

 

That's fine for a small map, with a few planets, but for grand scale games, like a proper 4x map, it's very frustrating.

Reply #8 Top

Play Advent Loyalists. Research Mine Control. Let your Aeria Drone Hosts fly through the mine fields. They are now yours.

Otherwise, set a scout to local area targeting, have some flak set to follow it, and set them on to the minefield that needs clearing.

If you can afford to do so, fly an effing Titan through the minefield and then use shield-recharging and/or hull-repairing abilities on it.

Reply #9 Top

I would love to see some more.... faction based differences. The Loyalists and Rebels are to similar, imo.

Yeah, they got some nice differences (double starbases and so on), but there is a need for more specializations,

Would be cool if the TEC Rebels would get some sort of retrofit program for their Kodiaks (add some missiles as additional weapons) and Percherons (mobile Flak, just like Hangar Defense structures).

The faction could also differ the Super Weapon: The Loyalist Novalith can e.g. disrupt the Phase Lines between the planets, the Loyalist Advent gun can trigger some suicide runs of ships in the targeted system or some sort of.

Personally I love mines, but they could be way more damaging. They could need a kind of "carbomb" feature; magentically fix themselves on ship hulls and detonate after a random amount of time

Reply #10 Top

They have the most hull and armor of all units, yet they never enter the battle. Perhaps give them less armor at least.
End of quote

Well just to give some positive feedback here, I totally agree with this. Part of the reason carrier spam is so bad late game is that carriers are tough enough to last a while even if some enemies catch up to them (which was also why the Vorastra was so awesome). If they were more fragile perhaps it would require some actual skill to use them.

Reply #11 Top

Give fighters and bombers an attack bonus versus carriers (kamikaze or some kind of). :D

- The Hoshiko robotic cruiser.

Why does its repair rate not stack?
End of quote

Guess what will happen if it could stack.

50 Hoshis can heal away about 125 point o´ damage, that´s the average power of a capital ship or a titan (approx)!

Consider their low cost in material and supply points, you can get a really really big fleet of Hoshis. With instant heal. A huge balancing problem.

Reply #12 Top

Quoting Skrimyt, reply 8

Play Advent Loyalists. Research Mine Control. Let your Aeria Drone Hosts fly through the mine fields. They are now yours.
End of Skrimyt's quote

That is an AWESOME tip, but it only works for advent loyalists?

So otherwise you have to manually set a scout to each target area?

So if I have a star system guarded by 10 pirate bases... That's very impractical.

I appreciate the tips, but I think Stardock should do something, because there are a lot of post in the search results by people who hate mines and hate how the mine system works.

Reply #13 Top

Quoting PFC_Sheridan, reply 9

I would love to see some more.... faction based differences. The Loyalists and Rebels are to similar, imo.

Yeah, they got some nice differences (double starbases and so on), but there is a need for more specializations,

Would be cool if the TEC Rebels would get some sort of retrofit program for their Kodiaks (add some missiles as additional weapons) and Percherons (mobile Flak, just like Hangar Defense structures).

The faction could also differ the Super Weapon: The Loyalist Novalith can e.g. disrupt the Phase Lines between the planets, the Loyalist Advent gun can trigger some suicide runs of ships in the targeted system or some sort of.

Personally I love mines, but they could be way more damaging. They could need a kind of "carbomb" feature; magentically fix themselves on ship hulls and detonate after a random amount of time
End of PFC_Sheridan's quote

 

I agree with everything you say until you say "I love mines"

God I hate them, I think we should at least have the option to disable when setting up a match.

But that's a cool idea for how they could work.

 

I wish they'd add a new race, like maybe a race that's technologically inferior to everyone else and specializes in building larger fleets of disposable units, and cheaper capital ships that use up less command and fleet capacity, but aren't as good as regular capital ships. Basically a salvager race from one of the neutral planets that adapted crashed shuttle craft to their own technology and wants to get as much technology as they can from other civilizations to adapt to their own purposes.

Maybe with two factions split between a more xenophiliac faction that wants to explore other civilizations and learn through trade, and a more xenophobic faction that fears other civilizations and wants to steal their secrets by force and espionage. It would be a good excuse to add proper espionage to the game too.

I mean we're several years and several expansions in, we're past due for a new playable race to keep things interesting.

Reply #14 Top

Quoting Valendale, reply 13
I agree with everything you say until you say "I love mines"
End of Valendale's quote

clearing up: For defense purposes I love them (sometimes you can´t avoid using them), but as attacker they are a real pain in the a**...

ahh, I´m contradicting myself... should really write everything down what I´m thinking of...

So, my final opinion: rework them. Less damage, carbomb feature, easier to recon. fin

Reply #15 Top

Quoting PFC_Sheridan, reply 14
I wish they'd add a new race, like maybe a race that's technologically inferior to everyone else and specializes in building larger fleets of disposable units
End of PFC_Sheridan's quote

 

TEC ;)

 

 

Quoting PFC_Sheridan, reply 14
but as attacker they are a real pain in the a**...
End of PFC_Sheridan's quote

 

That is pretty much the point^^

 

 

Back in Vanilla, everyone wanted to have space mines..... so the developers naturally are quite reserved to change them.

 

The second problem is their damage.... they are quite devastating against frigates.... however high level capital ships and Titan cans fly effortlessly trough them.... taking only moderate ammounts of damage.

 

Best and most painless way of mine clearing? (Advent Loyalist aside?) run your titan trough them.

Reply #16 Top

Quoting ARESIV, reply 15
run your titan trough them.
End of ARESIV's quote

Am I the only one who always has a scout next to a titan when doing this? Titans are actually a great mine sweeping unit thanks to their multiple weapon banks in all directions. Its pretty rare I need to just send my titan to take the mines.

Reply #17 Top

Mines are epic.  Wait for maw, when it ends send in 25 vasari minelayers and make a minefield on top of the titan. :)

Reply #18 Top

Quoting ARESIV, reply 15

Back in Vanilla, everyone wanted to have space mines..... so the developers naturally are quite reserved to change them.
End of ARESIV's quote

 

I never wanted them, I really think they should have a toggle function, or that there should be automated drones that destroy them, at least after capturing a planet or building a Starbase.

Reply #19 Top

Quoting GoaFan77, reply 16
Am I the only one who always has a scout next to a titan when doing this? Titans are actually a great mine sweeping unit thanks to their multiple weapon banks in all directions. Its pretty rare I need to just send my titan to take the mines.
End of GoaFan77's quote

I do the same. Its very useful.

Reply #20 Top

I make the mines invisible in the main view, no icon and invisible mesh. So, if you are not diligent at checking the fleet tree, Boom boom boom, there goes 2/3 of your fleet.  }:)

I changed it and was caught in my own trap many times.  XD  

"what! where the hell did those explosions come from!" checks fleet tree and sees 150 mines "FUUUUUCCCKKKK" I can't even move sometimes.

Reply #21 Top

"as if vasari starbases weren't powerful enough..."

Yes they're already the best starbases around but imho it would be funny, isn't that reason enough...

"WTF? Trade ports are the best income in the entire game. Yes, even after the DLC." In the early game they are too expensive for multiplayer games. I kept that in mind. When playing against the AI it doesn't matter much. Perhaps a lower-tech tradeport could be useful? One that is cheaper but gives less revenue. Eg. it costs 300, yields 1/second and doesn't scale up with the trade-routes. That means it takes 5 minutes to earn it back, isn't that more reasonable than 10 minutes? But anyway it's no biggie for me, I don't care much about this particular point.

About the Hoshiko: right now I've to send in lots and lots of those little cruisers, because they get killed so quickly. And because their abilities don't stack, many of them get killed before they can do anything. And stacking doesn't mean making it uber-powerful... you could decrease the hull-repair rate of 1 Hoshiko first, and then make it stack. And I really don't have a clue why it's made so incredibly weak. And also have short-range attack special on top of that. You know, it just doesn't make any sense. And I'm stressing that here, because it's nicer if units make some kind of sense. Take real-life medics in the field ... those people are covered in armor. Why? So that they don't get killed while they're helping their teammates. Compare that to the Hoshiko. Low hull, low armor, but it needs to be in the middle of battle. Or not? Or should you let ships abort the battle occasionally and send ships back to the Hoshiko's for repair? If units would do that automatically, that would be great of course. But I'm not going to micro-manage all my ships that way.

"A Flak unit is not supposed to be effective against heavy targets. You try to sink an aircraft carrier with a pistol."

Of course not. Flak should ONLY be useful against fighters and bombers.

" it would be better if you have to make a choice about what kind of starbase you want to have."

Well... that's what you think, to me it seems like just another seemingly random limitation. It's more or less the only defense you have against pesky little invading fleets from the AI. And the developers put limits on THAT. I think it's just very annoying. If I want to spend 30K on upgrading a starbase that's easily destroyed by a group of Torpedo Cruisers, then why don't they let me? It's my choice. In a way, it just makes those structures an even more interesting target for an attacking fleet... hell why don't you also store all those surplus resources in the starbases (as a passive ability) and when it's destroyed, they're captured by the enemy... now that would be funny imho.

"While certainly hurting a lot, high level capitalships are replacable."

If you have about 12 level 10 capital ships and you lose them, then it's a huge loss, imho it's comparable to losing a Titan.

"L2P (Disable group jump when you have to run)"

Group jump was disabled. The ships first move to their fleet positions, that's the problem. The phase jumping itself is fine.

"Generally speaking, it is obvious that you lack deeper understanding of the game. I would recommend a few more hours into it, then you will likely understand better"

Whatever... maybe you've played it too often and you've gotten too used to it to make a more objective statement. Anyway this is all imho and I thought it would help to make the game a bit funnier to play. And of course you don't have to agree.