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icon5.gif  Hab scheme for 3 player team? Tue, 22 February 2005 09:02 Go to next message
Jubala

 
Civilian

Messages: 1
Registered: February 2005
Location: Sweden
Hi All,

I'm trying to come up with a good hab scheme for a 3 player team that will eventually result in pretty much all planets being used by someone in the team. No TT. I've searched through the forums and found some good ideas, but nothing that I feel good abut. Anyone care to help out?

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Re: Hab scheme for 3 player team? Tue, 22 February 2005 10:39 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
I notice you use the phrase "good hab scheme" in your question.
This is usually the problem in that people try to get 3 widely differing hab schemes that are good in the conventional sense, and then find they don't match, or cover all the planets.
I would say forget your hab scheme and try and split all the planets. Then, choose a hab scheme that covers your split of the planets.

Easy.
For three players simply split one of the bands into 3 equal chunks, and tell each player that they can only colonise planets that fall into their 1/3 of that band.
e.g. split the rad into 1-33, 34-66, 67-99

Player one now has to choose a hab that will cover rad 1-33 and ALL temp and grav values.
The smallest/cheapest such hab is 68 wide and centered in grav and temp and take rad of 0-20.

That would mean that he could (eventually) live on every planet that would be allocated to him within the team.

Alternatively he may want to improve the number of initial green planets (and the final average hab) by widening any of the three bands.
An immunity would be a more expensive way of dramtically improving the average hab.

You have to be disciplined and give the planet to the team member that it is supposed to go to.
No point in taking rad of 6-28 and then claiming a planet with rad of 39, because it just isn't yours.

(n.b. there is a slightly more complicated way of splitting the available planets that doesn't rely on you all having the same 2 bands wide, but that is mentioned in another thread somewhere)

M

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Re: Hab scheme for 3 player team? Tue, 22 February 2005 12:27 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Quote:

and ALL temp and grav values.
The smallest/cheapest such hab is 68 wide and centered in grav and temp and take rad of 0-20.


The only problem with this is the COST. I suspect that the team will need decent economy settings and may want things like space docks somewhere. A better alternative for the grav and temp in this example is to assign them into overlapping bands. You can then design 1 in 4 races and still cover 90+% of all the planets with terraforming. You probably also want a little overlap in the rad setting since you don't want to be so strict about planets that can be colonized. You need to preserve the ability to strategically hand off a planet to another team race when it is advantageous to have that race own a planet in a given location - i.e. giving a planet that is at least a low green for the IT near the disputed border for gating in missile ships.

As a side note, one immunity races work well for these situations so having one of the 3 races with an immunity may be advantageous.

Ptolemy
Emperor of a Thousand Suns





[Updated on: Tue, 22 February 2005 12:28]





Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Hab scheme for 3 player team? Tue, 22 February 2005 18:45 Go to previous message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Ptolemy wrote on Tue, 22 February 2005 17:27

Quote:

and ALL temp and grav values.
The smallest/cheapest such hab is 68 wide and centered in grav and temp and take rad of 0-20.


The only problem with this is the COST. Ptolemy
Emperor of a Thousand Suns


Hmm. I don't see how a 1 in 9 hab with no immunity can be considered expensive.
Certainly a lot cheaper than the suggested 1 in 4 hab.

However, I like the split into 1/4 and taking an immunity (for initial value and final capacity).

Personally, I try to take an immunity if possible.
I like them, and can easily calculate hab values after terraforming. However you have to give up something for it.
Like tech, or factories Laughing

Why not do as Ptolemy says.
Split hab into 4 parts (a lot easier than 3) and "save" some of the planets for remote mining.
One race could take an immunity and have the other 2 bands 20 wide. That is the cheapest immunity you are going to get.

M

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