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Re: research etc Fri, 16 April 2004 09:36 Go to previous messageGo to previous message
Crusader is currently offline Crusader

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2003
Location: Dixie Land
Carn wrote on Fri, 16 April 2004 02:16

Am i correct to say that 80-90% of race design is guessing what the rest of players have?


Speaking strictly for myself, and generally unable to express anything clearly at that, this is only true to a certain extent, although certainly not up to 80-90%. While I do include what I think others might do in race design, my own race design is influenced more by universe size/density, number of players, game victory conditions and my intended long-term strategy to achieve said game victory conditions. That "whole game strategy" mentioned in the Strategy Guide.

Example: - I guarantee you that my race design for a large/packed universe with team victory allowed will be different from a race designed for a large/packed universe with a "last man standing" victory condition. The first game will probably result in a race designed for diplomacy and owning nice, geeky toys to offer in trade. The second game would (probably) result in a more econ-oriented race that can stand on its own a bit better. Then again, it might only warrant a PRT change. A "vanilla" HG WM race could work well in the first game because of the good opportunities for a long-term alliance being worked up where I could trade for mine-layers to help me protect my WM empire. The same race could possibly take off and have an early dominance in game two only to die under a combined assault by a short-term agreement of other races who feel it to be in their better interests to eliminate the war-enhanced PRT and then take their chances with the others as the short-term alliance breaks up after my death (or mere castration). Clear as mud?

But my game philosophy is sort of along the lines of Vince Lombardi's coaching practice (sorry for the ancient football reference, but I am ancient ... and I did play football) where victory is defined by "execution". In the Stars! universe, it is not so much about your race design as it is how you play that race design. If you design a race that is geared toward early attack, kill a race or two before 2460 comes along and then dominate until everyone concedes, you will be doomed to die (or at least come in a distant wanna-be) if you grow until 2440, pack everything in while setting a strong defensive perimeter and then start playing the diplomatic game trying to jockey for an advantage. Same thing if you design a long-term, slow-growing HP and start an early war with an aggressive neighbor.

But I do try to second-guess what my opponents will be doing, don't get me wrong. I just don't let that dominate my thinking. In fact, you should avoid that kind of thinking to a certain degree as it tends to give initiative over to your opponents, which is not good.

It's a very simplified example but I hope you get my drift.
Carn wrote just a bit later on Fri, 16 April 2004 02:16


What i have not yet understood, is how to design a CA TT that gets along well with others in the long run. First there is bad reputation, second it seems to me skilled players design races, that need little terraforming, and third everybody knows, that in late game CA TT greedily stares at every planet due to live everywhere. Any ideas for a CA TT, that can find long term allies easy(non of those liars, who bow as long as they need terraforming)?

If you get this one figured out, please share it with me. Laughing

But, again just my opinion, this is a problem for diplomacy. Knowing how to make nice to those early aggressive players until you are in a position to dominate them. You have to play the early years with your heart in your throat waiting for the opportunity to clear your throat so you can laugh the others into oblivion. Scared

I hope I have provided some real insight, and not just cramped my fingers for useless drivel.

The Crusader Angel
...




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