I highly dislike such replies (which are alarmingly common), because there is always the implied third part. "If it bothers you, don't do it, and shut up." Which rather bad thing to imply.
the only problem with that is simply that if Brad really wanted you to just shut up, he could have easily locked the forum. silince is a more powerful means to control than open dialogue.
It's not about other players. It's about playing in full force without holding back and intentionally avoiding some "bad" strategies. What kind of game chess would be if there was some shortcut to winning, which would allow to bypass 80% of the game's complexity?
this seems to presume that this strategy is easy, and not in itself a part of the game's complexity. you say you don't use it, but you don't mention if you've ever tried it. i will claim this:
anyone saying the all lab/factory strategy is an easy way to victory on the harder levels hasn't ever tried it. the complaints about it being unrealistic are quite valid; it's as unrealistic as the artificial sliders, but it's a different issue than what's presented in this thread: that this tactic is exploitative because it gives the human player an unfair advantage.
brains give human player unfair advantages (and in some cases, disadvantages). and it takes plenty of brains to make this strategy work.
in the all labs strategy, you end up wasting fair chunks of your research capacity on end-of-the-line techs; in the all factory version, there's nothing you can do to squeak out a tech a week earlier if it's on the cusp. this is the sort of thing i mean when i say that you lose flexibility. a maso+ player using a more conventional strategy is likely to fine-tune the sliders and individual planets' foci on every single turn; it's a means to avoid wasted production points. using an all-l/f approach undermines this entirely.
don't get me wrong; i wouldn't mind more interesting facets of the game that complicated either of these stragegies; mini "dark ages" and "materials shortages" to do to industry/research what economic recessions do to tax income; and corresponding bonuses. i think limiting game play is a poor way to honor "the game's complexity," whereas adding random events to make the game less predictable for any strategy is a fine way to do it.
If using labs to build starship and buildings is not an exploit, than what is? I would say that all strategies that make game entities to behave contrary to the common sense behavior are exploits.
see my reply above, #11. it's valid on the level of realism - and personally i'd rather have a game design that doesn't limit my options for victory, rather than one wherein the only strategy involved is the order of what i build (Civ).
"It takes exploitative strategy to beat the chess computer, which has 2 bishops instead of rooks."
that's a bit of a straw man; for one, what would constitute 'exploitative' chess strategy?
the fact is you can't expect a
Deep Blue out of a $50 video game. if you're that concerned about having AI that's equally as smart as you, i'd suggest getting really drunk when you play, or a partial lobotomy, or donate a few million bucks to StarDock for even better AI. reasonable game mechanics are, again a separate issue entirely; and arbitrarily saying "good AI" is another cop-out. the AI is good. it's not deserving of a Nobel prize in science, no. but it's also affordable, and can be run on a large number of computers on the market.
and also to be clear: i didn't say it takes
this sepcific strategy to win on the higher levels. in fact, if all you can do is attempt one controversial strategy while there's a bandwagon behind it, i'm pretty certain you won't win on the higher levels. it takes many strategies, and the experience and discretion to know when and how to use them well.
if there isn't some MV scoring envy behind this (not on your or anyone's particular part), then it's a critique of an awkward game mechanic. that's fine. but to try and hammer home how it
needs to be changed fails to account for the fact that GC2 is already more than a year old. it has an expansion, another one on the way, and talk about more to come? well, might as well campaign for universal conversion to the DVORAK keyboard, since QWERTY is so unintuitive and flawed (in other words, it's an issue of historical intertia: this is how the game is, there's too much else built up around this mechanic, and so this is how it will stay - at least until GC3).