by uberge3k » 10 Jan 2012, 13:32
It's identical, save for one important feature: Phantoms are revealed to everyone at set times. At 15 minutes, the first is revealed, and then the rest at 3 minute intervals.
I made this mod because after playing a lot of Phantom N, I noticed that when playing to win, the single best way to maximize your odds of doing so was to continue to turtle. Essentially, whomever moved last had the best odds of winning. If you're a phantom and can slow your eco to match the average of other players, you could outlast everyone else by refusing to involve yourself in any skirmishes, aside from stealing mass and wreck fields, until someone eventually got bored and started attacking someone else. If several players adopt this strategy, games can stalemate for over an hour - and then they usually crashed when 600 ASF from each player come out.
With Phantom X, both innocents and phantoms are spurred to action:
- Innocents can attack phantoms without needing to worry about their allies staying neutral. If everyone knows who the common enemies are, there's no reason to play selfishly, and it becomes a team game more quickly.
- Phantoms can attack early without risking that the other Phantom(s) stay neutral. They know that they can't hide for long, and so it's best to rush early instead of waiting.
Ze_PilOt wrote:If you want something to happen, do it yourself.