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Home » Stars! 2.6/7 » The Bar » New game idea - The nuclear football game (Updated with poll)
Re: New game idea - The nuclear football game Sat, 10 July 2004 17:11 Go to previous messageGo to previous message
SnakeChomp is currently offline SnakeChomp

 
Petty Officer 1st Class

Messages: 61
Registered: April 2003
Location: Stamford, CT


Would you play this game?[ 6 votes ]
1. Yep! 4 / 67%
2. Nope 2 / 33%
3. Maybe if you changed this and this and this... 0 / 0%

Micha wrote on Sat, 10 July 2004 06:36


Looking at all race habs before the game is a good idea, or 3 immune for the host race might be a good start anyway. It's not in your summary above but I do think that a PP pushes the habs towards the edge in the ranges for which he is immune.

Yes it does.

Micha wrote on Sat, 10 July 2004 06:36

The minerals left on the surface are not that much ... so you might use iron or germ anyway ... Mabye let the player controlling the nuclear football decide what mineral to use?

I had basically decided to do that once I found out that pp packets can be used as deterraformers.

Micha wrote on Sat, 10 July 2004 06:36

BTW, ban CA. Wink

Indeed

I'm trying to actually design the overseer race now and its not exactly easy. I need HP / HG / Tri immune AND total terraforming with improved starbases. ROFL There definately isn't enough points to go around. Right now I have tri immune with 7% growth, no mines (5, 15, 5), good factories (15, 9, 20), everything expensive with ener cheap, ISB, TT, Cheap engines, NRSE, OBRM, and I have 26 points left over. I could change energy to expensive which allows me to change factories to (15, 8, 23) with 39 points. I don't think ener absolutely has to be cheap because I can just gen enough turns to get ultra driver 13's before the game begins. I can just use the free tech hack to get high bio, con, max weap, and ener 22. I took as much LRTs as I could to get as many points back as I could due to the tri immuninty being so expensive.

I think I have all my ideas pretty much sorted out. Now its just balancing them and making sure they all work. I can only do so much theoretical thinking about what people can do in regards to unbalancing things so I'm not sure how balanced it can be without actually trying a game.

Heres a summary of everything as of now:
(I assume the game will be in a medium universe, so all of the following numbers and specifics are based on a medium universe with 8 players)

This may help you when reading:
TNFF = "The Nuclear Football Fleet"
TNF = "The Nuclear Football" first ship of the TNFF
TB = "The Biscuit" second ship of the TNFF
TM = "The Master" ship used to acquire control over a TNF or TB.

Game name:
The Coldest War

Description:
There will be 2 "host" races. One being "The Overseer" which is PP and is used to launch "nuclear missles" (mineral packets), and the other is any old random race who will control "The Nuclear Football Fleets". This race will be called "The Owner" from now on.

"The owner" controls two special ship designs called "The Nuclear Football" (TNF) and "The Biscuit" (TB), collectively called "The Nuclear Football Fleet" or TNFF. These ships will fly around Overseer planet clusters which will be distributed evenly throughout the galaxy. Each ship will have a unique name identifying which overseer planet cluster it originated from. TNF and TB will not necessary be flying in the same fleet, so it is possible that they will become separated.

In this medium universe there will be 5 clusters of overseer planets, one in each corner and one in the middle. They will be positioned such that no point in the galaxy is more than 300 ly away from any given cluster. These clusters will each contain 4 overseer planets, each sporting a starbase equipped with 2 ultra driver 13's used to launch nuclear missles.

The purpose of TNFF ships is to provide access to the overseer's "Nuclear Missle Silos" (called silos from now on) which are the mass drivers in the overseers starbases. Access to these mass drivers is provided to the player which "controls" both TNF and TB from a specific cluster. If you have one TNF from one cluster, and a TB from another, you have no access to any of the mass drivers.

"Controlling" a ship from TNFF is achieved as follows. Each race playing in this game will be given a special ship design which will be used to control ships from TNFF. This ship will be called "The Master" from now on (TM). You take "control" of a ship from TNFF by "tagging" it with "The Master", where "Tagging" is defined as being in the same location in space as the ship you are tagging. Once you have "tagged" either TFN or TB, that ship will follow TM where ever it chooses to go.

"Control" over a ship from TNFF can be "contested" if more than one player has their TM ship in the same location as the TNFF ship. In this event, the TNFF ship is considered "contested" and will not be under the contorl of any given player. The ship will begin to travel back to the overseer planet cluster from which it originated. It will continue to travel back until it is once again "Tagged" by a single player.

While the "Tagged" ship is following the TM which tagged it, the TM does not have to remain in the same position in space as the TNFF ship it is controlling. The TNFF ship will follow it where ever it goes no matter how far away it gets. However, the TNFF ship will only follow the TM at a certain speed, and getting too far away is not advisable, as it will allow another player to come in and "tag" your TNFF ship away from you and take it somewhere else.

The purpose of "Tagging" TNFF ships is to bring both TNF and TB from the same cluster to a planet you control which has a starbase. Once TNF and TB are within 10 ly of the planet, they will begin to circle that planet so long as the TM which controls them stays in orbit around the same planet. If the TM flies to a different planet, TNFF will once again follow the TM, and will not be considered in orbit around the planet.

If either TNF or TB are in orbit around a planet, control of these ships may be contested the same way they can be in space.

While in orbit around a planet with a starbase, the controlling player has the ability to utilize the mass drivers of the overseer cluster from which TNFF originates. You can launch a nuclear missle from each silo in the cluster at any target you desire. You may target the same planet with all of the silos if you like.

The type of nuclear missle launched is up to the player. You can launch either an Iron, Bora, or Germ missle. You are allowed to choose because these nuclear missles will wreak havoc with the environment of the target planet, as they induce a nuclear winter. (PP packets will "detarraform" the world which they strike by 50% per 100kT of uncaught minerals. The hab value terraformed depends on the type packet launched. Iron terraforms Grav, Bora terraforms Temp, Germ terraforms Rad).

Launching a nuclear missle involves sending an in game message to "the overseer" race stating which planet you would like to target, and what type of minerals you want in the packet, for each missle silo located at the cluster you control. You should obviously state which cluster you are using to launch the attack incase you control more than one.

Due to the fact that in game messaging is used to launch packets, you should be sure that the planet you target is the one you really want to target the following year, as there is a one year delay using in game communication. You must control TNFF uncontested around the same planet with a starbase during the turn you send the message, and for the following turn when the packet is launched. You can launch missles every turn by sending messages during each year to the overseer. The missles will be launched the turn the overseer recieves the message unless the player requesting the missle launch loses control over the TNFF controlling the cluster they are attempting to launch from.

(god this getting long)

"The overseer" race may be set to enemy by the players in the game. This allows them to send "first strike" fleets against the overseer missle silos and destroy them before they have a chance to launch their nuclear missles. This will allow a player who is under heavy nuclear missle attack a chance to recover and prepare to assault their attacker in an attempt to take control of TNFF from them.

The number of silos and the size of the nuclear missles that they launch will increase as the game progresses. The weapons and armor on the missle silos will also increase as the game progresses. Don't be fooled into thinking that taking down a silo will be an easy job. Note that there will never be ships protecting the silo, only the starbase itself. (This may change)

"The Owner" race is always to be set to friend by all players with no exception. Destruction of either TNF or TB by anybody at anytime is completely unacceptible. Destruction of one of these ships will require the turn to be regenerated and you may be subject to ejection from the game.

Rules:

-CA is banned due to being immune from the "nuclear winter" (deterraforming)
-AR is banned due to not losing any population as the result of a nuclear missle strike
-PP is banned because of the following rule, and the fact the only the overseer can be PP
-Mass Drivers are banned and not to be used by anybody but the overseer race. Only the overseer has nuclear missles. Smile
-Note that defenses will not be banned as stated previously.
-"The Owner" must be set to friend at all times.

I might be forgetting some rules, theres alot of information to keep track of in this post. Laughing

Game Setup:

This game will be setup up and turns will be played outside of autohost. This is only to set up the overseer planets and missle silos as well as place TNFFs into positions. Each races initial population and minerals will be recorded, and before the game actually begins on autohost, each races homeworld will be reverted to the state it would begin with in the year 2400. No race will have any research or scouting done before the game officially begins on autohost. I will also use this pre-generation time to create the ship design the TM ("The Master") ships for each race. I suggest that you do not delete these ships for obvious reasons.

I know that the mines already existing on the homeworlds will lower the mineral concentration a small amount, so I will leave a small percentage of the minerals mined by these mines on the planet for the beginning of the game.

I think thats it! Hopefully the poll worked, so vote in it! I would love to see this game get going.

If anybody has any issues or suggestions please let me know, as I'm no expert and may have overlooked something or made some aspect of the game too powerful.

[update: I forgot to finish one sentance so I fixed it]


[Updated on: Sat, 10 July 2004 17:12]

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