Home » Stars! 2.6/7 » New Game Announcements » In the Beginning: Rebirth
Re: In the Beginning: Rebirth |
Thu, 14 January 2010 15:36 |
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Einherjock | | Petty Officer 3rd Class | Messages: 41
Registered: February 2008 Location: Seattle, WA, USA | |
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Anytime the game host allows you to coordinate with your team mates before the game begins, as is the case here - it's a Team Game. If you don't consider at least PRT, Hab and Tech together, you will be over run by those that do. As Micha says, this can be a fun part of the game.
I would not consider this being relegated to 1 role, just efficiently using the features of the race that you have agreed to, to augment the Team. I would consider it an advanced game to highly specialize each race where you could be relegated to specific roles, to maximize Team output. But that would defeat this games purpose of teaching beginners how to navigate the nuances of this beutiful game.
-Einherjock
[Updated on: Thu, 14 January 2010 15:38] Report message to a moderator
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Re: In the Beginning: Rebirth |
Fri, 15 January 2010 07:44 |
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beanspoon | | Chief Warrant Officer 3 | Messages: 182
Registered: June 2008 | |
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Wow there's been a lot of traffic since yesterday! Ok here I am to "clarify" in TorPedo's humble opinion
Firstly, the races:
My plan was to have a balance of co-operative teams: not altogether independant races, but at the same time not completely tuned to one another. My plan is that each new player should decide on the PRT he wants to play (any is available). I would recommend choosing a race you are maybe a little uncertain about strategy for. Once the race has been decided, build your race in a way that you think would suit your chosen PRT. Send this off to your team leader, who will evaluate firstly whether there are any changes you could make to improve your race for that PRT, and then secondly, changes to make the teams a little better suited. By this I mean making sure habs don't cross, but when it comes to tech and resources - PRT comes first and then team.
Maybe I should clarify the whole team aspect a little more. I wanted this game to be a sandbox game, where the new players tried out a race they weren't sure about the tactics for. But on your own this is a little difficult, because you could be making horrendous mistakes and not realise it until you were annihilated by another player who was doing roughly the right thing.
I give you a real (if drastic) example. Years ago, when I first found this game, (before I lost it for years, found it again and then stumbled across this forum), I did not understand the value of mines and factories. Sure, I thought, if my planets aren't building anything else, I'll get them to autobuild mines then factories (this was stars 2.0). However, most of the time they were building stuff which meant that my resource income was very very slow. Which meant that when I found an AI player, they wiped the floor with me and I just didn't get why. Extreme example I know, but go with me.
So, the reason I rambled on about this weird autobiographical story is that if we were all to just play on our own, we could easily be making silly mistakes, but have no-one to tell us why it didn't work. So by adding experienced players and teaming them up with a couple of the new players, the new players then have someone to explain why certain tactics will work in certain places for certain races etc.
To conclude, the teamwork in this game will more just be a formal alliance, so teams will obviously want to work together, and don't want to be stepping on one another's toes habs-wise, but other than that they should be races that would be able to function alone. (I also think this gives the game more realism, as two races who found each other in space would have developed entirely separately and so would not necessarily complement one another completely.
Secondly, the map:
I was originally toying with the idea of editing the map to put teams together, but pydna certainly has a point that it would be very interesting to just be placed randomly, and it would reinforce the need to have a race that could stand up on its own long enough to reach team-mates. I like it. Are there any objections to this? I think maybe we should vote on this when the time comes to begin the game.
Finally, I would like to apologise most humbly for the excessive length of this post.
[edit] It's not as bad as I thought...
and Einherjock, would you be interested in joining us?
[Updated on: Fri, 15 January 2010 07:46]
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Re: In the Beginning: Rebirth |
Fri, 15 January 2010 10:16 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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beanspoon wrote on Fri, 15 January 2010 13:44 | Secondly, the map:
I was originally toying with the idea of editing the map to put teams together, but pydna certainly has a point that it would be very interesting to just be placed randomly, and it would reinforce the need to have a race that could stand up on its own long enough to reach team-mates. I like it. Are there any objections to this? I think maybe we should vote on this when the time comes to begin the game.
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Hm, random is tricky ... IMHO you either make sure every team starts together or NO team starts together. Back in the days with not too many utilities and less knowledge about seeds I played a team game with random player positions ... except one team started all 3 right next to eachother ... guess which team won? (well, truth be told they were good anyway <g>)
Less important in this case since you don't want teams with races that compliment eachother, but any team starting together will still have an advantage.
I recently played in a teamgame (hosted by AE) that had 2 player teams that were apart, game was set up that there was always at least one race between teammembers, it was great fun!
Are alliances between non teammembers allowed?
mch
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Re: In the Beginning: Rebirth |
Fri, 15 January 2010 10:57 |
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beanspoon | | Chief Warrant Officer 3 | Messages: 182
Registered: June 2008 | |
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"Micha wrote on Fri, 15 January 2010 10:16 | Hm, random is tricky ... IMHO you either make sure every team starts together or NO team starts together.
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You have a point. As you said, it would be less important in this case what with the races not completely complementing one another.
So I suppose that leaves us with three choices:
a)Teams are placed together on the map
b)Teams are manually spread out making sure no-one starts near their team-mates
c)Players placed randomly by stars
My favour lies with c), especially if we say that inter-team alliances are allowed. That will add an extra dimension to the game, where some of your alliances are permanent (intra-team), and some are more volatile (inter-team). Even better, if we say that the inter-team alliances are up to the individual player - the rest of your team don't have to be allied with players you ally with, creating a perfect environment for temporary alliances, backstabbing and other politics that would make the game much more interesting.
Another idea has popped into my head
If inter-team alliances are to be allowed, should we have some kind of declaration of war rule, where you must give 5 turns notice if you are declaring war. That might promote some more sneaky tactics (I've thought of a few
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