|
Re: Game idea - for comment |
Fri, 26 October 2012 16:25 |
|
|
Quote: - 5 colony ships (Can AR use non AR colony ships?)
No.
You'd need to give them their special AR-colonypod-ships which is a dead give away. But it doesn't really matter since it would be insane to play AR in this setting.
Quote: - NO history file (i.e. no pre-scanned planets) (Does this work?)
Sure.
If the players get only the latest m-file they will only see and get the information about planets they can see in the very same year.
All previous information is stored in the h-file.
Quote:Bob wrote on Fri, 26 October 2012 15:52]This leaves all planets uninhabited and all races with an equivalent starting position.
Mmmh, without a HW, finding suitable habitable planets would be very much dependend on luck (and also on your hab settings). But there is a good chance that some players are just unlucky and have basically lost at turn 10 because they did not find good planets.
Well, no risk no fun.
Report message to a moderator
|
|
|
|
|
|
|
|
Re: Game idea - for comment |
Sun, 28 October 2012 06:15 |
|
|
Marduk wrote on Sun, 28 October 2012 02:21From what I had read AR can use other races colonizers, and I confirmed it a few minutes ago.
A standard clonizer pod unfolds to a fort for an AR?
Heck, who would have thought.
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
Re: Game idea - for comment |
Tue, 30 October 2012 05:54 |
|
XAPBob | | Lt. Commander | Messages: 957
Registered: August 2012 | |
|
magic9mushroom wrote on Tue, 30 October 2012 04:56XAPBob wrote on Tue, 30 October 2012 18:21Ok, I thought the smileys were sufficient indication of my imminent death
And I thought mine was sufficient indication of my sarcasm.
Not that I know anything about your chances - I don't know your race design, after all.
I was about 90% certain they were, but 10% that someone *else* would read it wrong...
My design? OK:
Tri Immune JoAT with 20% growth rate, OBRM, IFE, ISB.
1/700 Pop efficiency, with 15/5/25/3 factories and 25/2/25 mines and all cheap tech (except Weapons, which starts at 4).
Or maybe it's a little less optimal than that
But 6836 resources and 8250kT of each metal per planet per year would be awesome!
[Updated on: Tue, 30 October 2012 05:55] Report message to a moderator
|
|
|
Re: Game idea - for comment |
Tue, 30 October 2012 06:28 |
|
magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
|
[XAPBob wrote on Tue, 30 October 2012 20:54
My design? OK:
Tri Immune JoAT with 20% growth rate, OBRM, IFE, ISB.
1/700 Pop efficiency, with 15/5/25/3 factories and 25/2/25 mines and all cheap tech (except Weapons, which starts at 4).
Or maybe it's a little less optimal than that
But 6836 resources and 8250kT of each metal per planet per year would be awesome!
Nah, that's suboptimal. If you can get a 20% growth tri-immune, it should be either HE or AR. HE because you have the hab to use that sort of crazy growth, and AR because 3i AR rush that doesn't die out within 40 turns.
[Updated on: Tue, 30 October 2012 06:32] Report message to a moderator
|
|
|
Re: Game idea - for comment |
Tue, 30 October 2012 09:49 |
|
XAPBob | | Lt. Commander | Messages: 957
Registered: August 2012 | |
|
magic9mushroom wrote on Tue, 30 October 2012 06:28[XAPBob wrote on Tue, 30 October 2012 20:54
My design? OK:
Tri Immune JoAT with 20% growth rate, OBRM, IFE, ISB.
1/700 Pop efficiency, with 15/5/25/3 factories and 25/2/25 mines and all cheap tech (except Weapons, which starts at 4).
Or maybe it's a little less optimal than that
But 6836 resources and 8250kT of each metal per planet per year would be awesome!
Nah, that's suboptimal. If you can get a 20% growth tri-immune, it should be either HE or AR. HE because you have the hab to use that sort of crazy growth, and AR because 3i AR rush that doesn't die out within 40 turns.
AR max planet size is deathstar (3million) at 26Energy/7multiplier = 100% * sqrt(3000000 * 26/7) = 3338 resources, half that which the JoAT achieves.
Although of course the JoAT might be mineral limited, but I doubt it - not for a long while!
HE suffer similarly - although I haven't looked at the resource integral - and there I think the AR would have an advantage - being factoryless there is plenty of cash to go to energy and construction research.
Report message to a moderator
|
|
|
Re: Game idea - for comment |
Tue, 30 October 2012 21:21 |
|
magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
|
[XAPBob wrote on Wed, 31 October 2012 00:49]AR max planet size is deathstar (3million) at 26Energy/7multiplier = 100% * sqrt(3000000 * 26/7) = 3338 resources, half that which the JoAT achieves.
Although of course the JoAT might be mineral limited, but I doubt it - not for a long while!
AR has faster curve in early years. Ever tested a 3i AR? You can be up to colloidal cruisers in the 2420s, and that's with 6% popgrowth.
Though, admittedly, the comparison with 1/700 15/5/25 isn't something my instincts take into consideration.
Quote:HE suffer similarly - although I haven't looked at the resource integral - and there I think the AR would have an advantage - being factoryless there is plenty of cash to go to energy and construction research.
Tri-immune don't care about how much space they get, because they invariably get more than enough. They care about how fast they can fill it. That's why the standard 3i race is the 6% HE (or even 7%, although that generally has terrible factory lag holding it back).
And I can say, with reasonable confidence, that a 40% 3i HE will grow faster than a 20% 3i JoaT.
Not that any of this has any relevance to actual non-cheating games, of course.
Report message to a moderator
|
|
|
|
|
|
|
|
|