Setup options for low-tech game |
Thu, 28 July 2011 10:30 |
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Void | | Ensign | Messages: 369
Registered: January 2011 Location: California, GMT -7 | |
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Hi folks,
Call me crazy, but I find the early warfighting with DDs and FFs to be a lot of fun. I'm wondering what options are available to have such an early tech game. Clearly, with Stone Age Slaughter, The Dark Ages, and the Glacier series, to name just three, there are plenty of those who have gone before and enjoyed low tech games.
To force low tech warfare, there appear to be the following options:
- Constrain the economy
- Do not select Acc-BBS
- Force all expensive tech
- Force selection of BET
- Place a hard limit on technology (e.g. cannot use any tech level above 10 for all/some fields)
- Place a graduated scale on technology (e.g. every ten years you can use the next level of weapons or const)
What are the others?
Cheers,
Void
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Re: Setup options for low-tech game |
Thu, 28 July 2011 22:58 |
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If you want to force low-tech usages, the way to go is to make gaining tech expensive/difficult. So any or all of the following:
For the setup:
Slow Tech
non-AccBBS
Low density (more distance = longer to expand)
no max-mins (less minerals = less factories)
For races:
BET
GR
No IFE/CE (they get +1 prop)
All-Exp, no start@3
Constrain econ+growth via limits etc..easiest is a simple massive RW penalty...which is probably needed anyway after all the point mining above...and for fairness will require a different limit for each PRT(I did this for Home High Ground to soak up the points gain from imposing hab restrictions).
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Re: Setup options for low-tech game |
Sat, 30 July 2011 06:04 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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gible wrote on Sat, 30 July 2011 13:01 |
iztok wrote on Sat, 30 July 2011 03:19 | Hi!
gible wrote on Fri, 29 July 2011 04:58 | All tech Exp, no start @ 3
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If you want a fair game, you need to demand exactly the opposite, or races with high starting tech will have too large an advantage. With one exception: the JoaT may NOT take start @ 4, or needs to leave additional 50 RW points unspent.
If you don't belive me, do a "100 bazooka DLL-7 mole-shield DD" testbed with an IS with its default starting tech 0 and a JoaT with default tech 3 in such a slow-tech game and see for yourself the difference.
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I believe you just fine. I just wasn't really focussing on game balance at that point.
Would be interesting to see how much balancing a rule "field with tech starting bonuses must be expensive" would be.
JOAT would be screwed a bit...CA exp bio(big woop)...IT exp prop..meh...exp con ouch...I forget the others.
Hmm after looking at the chart it might be more balancing than I thought...CA exp everything except elec...
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WM, PP, and AR would be utterly screwed (well, PP is already screwed, but still), and JoaT would have problems.
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Re: Setup options for low-tech game |
Sat, 30 July 2011 11:33 |
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Void | | Ensign | Messages: 369
Registered: January 2011 Location: California, GMT -7 | |
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joseph wrote on Fri, 29 July 2011 09:04 | Idea is that you make it better to build ships NOW rather than try for tech advantage.
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Thank you for a great list of suggestions, each presented in the context of an overarching set of goals:
Quote: | To get low tech fighting you want to both A) slow down tech and B) make battles happen sooner
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Very helpful!
Cheers,
Void
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