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Home » Stars! 2.6/7 » The Bar » RWIAB Redux + ideas for RWIAB II <new and improved>
Re: RWIAB Redux + ideas for RWIAB II <new and improved> Thu, 14 August 2003 16:06 Go to previous messageGo to previous message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

Current thoughts for RWIAB II:

1) Small packed galaxy. 1/4 the volume of a medium, sparse with about the same number of planets. Easier to settle, thus faster growing -f races.

2) Number of players in galaxy will depend on number of submissions. If I get 12 or more I'll seriously consider doing *two* games with 6+ each (observer optional). If I split I'll also poll the players a bit and try to divide the players on the basis of relative experience.

3) "cheat rules" will be the same. Chaff allowed. Split fleet allowed; though I urge players to consider *why* they're doing fleet splits when they do. Other FAQ listed cheats and exploits banned upon pain of host's extreme displeasure.

4) Victory conditions will not be solely based on score at 2500 like RWIAB (the first) was.
a) It was noted that good intel allowed one to get a good estimate of enemy pop. With this a decent estimate of enemy resources could be made. With some additional information you could then calculate an enemy's score and relative place.

b) Also noted that planet count with -f races is a major factor in score. Each colony is a multiplier essentially on the value of your fleet, and score in general beyond resources. And being -f with no reason to sit on a built-up planet with factories for more resources there is all the more reason to spread simply to get more planets/points. Though as an end-game thing it is somewhat interesting, I don't like massive planet settling simply for the case of score.

c) I think the single victor/no alliance win rule has worked. The diplomatic interactions were pretty varied up to 2480 or so at least. Some lesser races settled for "aide de camp" roles before this time, but I also feel this is part of the game since otherwise I'd expect races that are out of contention to seriously consider dropping -- and the players in RWIAB did not.
[Thus I'll probably give some credit to supporting roles in the post-game. I also note that at least 5 races held the score lead at various points in the game.]

d) I think the VC(s) should be a bit more esoteric the second time through.

Therefore, I'm still thinking what a nice set of VCs should be.

- Kurt



Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

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