Home » Stars! 2.6/7 » The Bar » New Game: Thirteen Gates
Re: New Game: Thirteen Gates |
Tue, 09 December 2003 11:17 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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donjon wrote on Tue, 09 December 2003 16:30 | Personally, I have a problem with Captain Maim's solution,
- A Death Star carrying an any/any gate offends the original design of the game.
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I don't see how. In each cluster there is a any/any gate, what does it matter if it's on a fort, base, death star or whatever.
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- The AR PRT is hacked and so unusable in play.
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Really? I don't know how he does it but I can see how he would build de death stars + gate while the other races are in stasis, after the hack removed that the AR PRT turns to normal.
If that's not how it works and AR stays infected than it's not a good method of course ... maybe it doesn't work like that since I read something about "alien" parts disappearing ...
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- The host race is totally ineffective. (which is a choice for the host, of course.) Personally I would like to see interaction with the Guild.
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Ineffective how? He can play, he can build the ships, what else does he need to do? Gate minerals around? Let the races buy JG ships for that, I don't see that as a negative.
Quote: | I am willing to consider the idea of uploading mins to the race to the standing race at a gate, but would need to consider, how much and on what frequency. Mins are not totally useless to the host, he is and will chase the MT to get tech and toys.
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About the salvage, the winner of the battle must be able to collect his price, salvage is a very important factor which I don't want to see removed (of course all races equal but still), most of my shining new war fleets have been made from scrap!
Of course you're the host and it's your game, you can make your own rules, that's one of the advantages of hosting, you get to play in the game you like. I'm in no way trying to tell you what to do!
mch
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Re: New Game: Thirteen Gates |
Tue, 09 December 2003 11:23 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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LEit wrote on Tue, 09 December 2003 17:10 |
donjon wrote on Tue, 09 December 2003 10:30 | Mins are not totally useless to the host, he is and will chase the MT to get tech and toys.
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You could add another host run race: A one world wonder AR race that just supplies minerals to the Guild. That also deals with the problem of cost of ships if you use the swap method. However, keeping stuff straight on your worlds migh be complex. You could build NO mines on the Guild worlds, but that makes setup harder.
The '0 cost' cheat could help with that, also would allow the SS race into the game, as you wouldn't have to do any research. You might also be able to let the PPs back in, although this would be a very hard game for PPs to compete in, PP wouldn't help at all in getting a foothold in a cluster.
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An SS would be the only race with access to the salvage on the gate worlds ...
mch
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Re: New Game: Thirteen Gates |
Tue, 09 December 2003 20:03 |
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Shadow Whist wrote on Tue, 09 December 2003 18:46 | If all the races are going to be set up so that they start from their 'initial' normal settings. Is there any reason to ban SS?
Also, access to the minerals on the surface of the Gateworld would be important for the race of that sector. Will they have access to them?
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I will not be doing any cheat, genning normally, not trusting edit of the hostfile (I am quite aware that there is much that can be done there)...
Therefore SS is banned because of their snooping tech advances, PP and IT are banned because of their double homeworld (Not packets, nor their similarity to the host race) I have made runs with PP and IT and find the solution to getting two hw's in one sector practically impossible (this is not as simple a placement as Octagon, or TicTacToe).
Also, concerning the spacing... increasing the size of the sectors would imply decreasing the sectors... unfortunately, the next logical number of sectors is eight, and personally, I like the number 13, as opposed to 8... 10-13 players will make a worthwhile gen for the time involved in setup.
Also, concerning mins on the Guild world, the Guild could upload mins to the uncontested player at a world on a turn... if there are unexpected min increases on the world (I could handle the accounting, barring meteor stikes etc.) if there are freighters there to catch the mins as they go up... beyond one turn, the mins then become part of the Guild's pool.
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Re: New Game: Thirteen Gates |
Wed, 10 December 2003 11:19 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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First of all, I want to say that I think this is a good idea. I'm sorry I didn't mention that earlier.
LEit wrote on Mon, 08 December 2003 17:23 | 1) the scout rush
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Now that every one knows about this, it's probably not as big an issue. One other thing you should to do help this is put all the Guild worlds a similar distance from the Home World in each cluster. Telling each player the location of the closest Guild world would also help them defend them better (however, it lets the rusher use them sooner, a bit of a double edged sword). Turning off the gates for a few turns would also really cripply the rush, but wouldn't be a big problem for most other races. Even 5 or 10 years would make a big difference for a rush.
LEit wrote on Mon, 08 December 2003 17:23 | 2) Mid to Low growth and LSP
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You've removed this with the lifting of pop.
LEit wrote on Mon, 08 December 2003 17:23 | 3) Buy JG ships for tech, scrap them for energy 16, prop 20, con 20, and elec 16, also take those 4 fields expensive for RW points, although AR might want to only take energy normal. And con expensive might be pushing it too.
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This is still an issue, however limiting it to LFs does delay it a bit till you can research con 8. So for that, and nubians it's probably a good idea to take con cheap.
LEit wrote on Mon, 08 December 2003 17:23 | 4b) tons of minerals to buy ships
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Going with the replacement ship for building JG ships would eliminate this benifit.
LEit wrote on Mon, 08 December 2003 17:23 | 4a) big fleets to guard gates
4c) a guarenteed HW in each cluster
4e) reduction of ARs biggest problem, defend one world well, and you've got a cluster covered
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There isn't much you can do to limit this.
LEit wrote on Mon, 08 December 2003 17:23 | 4d) easy distribution within a cluster (small radius)
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Can't you just make the universe bigger? or is there an upper limit on size?
Giving a few advantages to ARs isn't a bad thing IMO. I'm just trying to point them out and keep them from being overpowering. This concept doesn't solve one of ARs biggest problems: early mineral sortage. But if you can survive till late game, then ARs will have an advantage that will just grow over time.
Of course with the proximity of worlds, fast growers will be really fast. AR is a risky race, and even more so when every one is your neighbor.
Hmm, given the proximity and gates, IFE is probably not as important.
- LEitReport message to a moderator
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Re: New Game: Thirteen Gates |
Wed, 10 December 2003 12:26 |
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LEit wrote on Wed, 10 December 2003 10:19 | First of all, I want to say that I think this is a good idea. I'm sorry I didn't mention that earlier.
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LEit wrote: | 1) the scout rush
Now that every one knows about this, it's probably not as big an issue. One other thing you should to do help this is put all the Guild worlds a similar distance from the Home World in each cluster. Telling each player the location of the closest Guild world would also help them defend them better (however, it lets the rusher use them sooner, a bit of a double edged sword). Turning off the gates for a few turns would also really cripply the rush, but wouldn't be a big problem for most other races. Even 5 or 10 years would make a big difference for a rush.
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You neglected to note that gate info will be only doled out one per year, since all races are starting at their normal min values, they are going to have to scrabble just to get that first 1000kt payment.
LEit wrote: | 3) Buy JG ships for tech, scrap them for energy 16, prop 20, con 20, and elec 16, also take those 4 fields expensive for RW points, although AR might want to only take energy normal. And con expensive might be pushing it too.
This is still an issue, however limiting it to LFs does delay it a bit till you can research con 8. So for that, and nubians it's probably a good idea to take con cheap.
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Yes scrapping LF's is still an issue however 100 res + 86 mins + 200 flat... 386 mins cost, I'm sure that most will realize wholesale scrapping of the LF will be an expensive proposition.
LEit wrote: | 4a) big fleets to guard gates
4c) a guarenteed HW in each cluster
4e) reduction of ARs biggest problem, defend one world well, and you've got a cluster covered
There isn't much you can do to limit this.
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I believe this is essential to the game.
LEit wrote: | 4d) easy distribution within a cluster (small radius)
Can't you just make the universe bigger? or is there an upper limit on size?
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I assure you that I'm working with the largest universe which can be used in stars! When you take it to 25% view, you then scroll to get the other half of the universe (depending on resolution of your monitor of course)
LEit wrote: | Giving a few advantages to ARs isn't a bad thing IMO. I'm just trying to point them out and keep them from being overpowering. This concept doesn't solve one of ARs biggest problems: early mineral sortage. But if you can survive till late game, then ARs will have an advantage that will just grow over time.
Of course with the proximity of worlds, fast growers will be really fast. AR is a risky race, and even more so when every one is your neighbor.
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Perhaps you should play AR
LEit wrote: | Hmm, given the proximity and gates, IFE is probably not as important.
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Unless you plan on intra-sector colonization without the use of JG's.
...
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Re: New Game: Thirteen Gates |
Wed, 10 December 2003 12:50 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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donjon wrote on Wed, 10 December 2003 12:26 | You neglected to note that gate info will be only doled out one per year, since all races are starting at their normal min values, they are going to have to scrabble just to get that first 1000kt payment.
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Why would anyone pay? Just find them by trial.
donjon wrote on Wed, 10 December 2003 12:26 | Yes scrapping LF's is still an issue however 100 res + 86 mins + 200 flat... 386 mins cost, I'm sure that most will realize wholesale scrapping of the LF will be an expensive proposition.
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2k minerals for a tech level is somethat expensive, but probably not too unreasonable for most races. For an AR with a fountain up, it's a bargain.
donjon wrote on Wed, 10 December 2003 12:26 | Perhaps you should play AR
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I probably would, but I just started a game myself. And I've got the FreeStars project I need to get back to.
- LEitReport message to a moderator
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Re: New Game: Thirteen Gates |
Wed, 10 December 2003 21:02 |
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Unless its an all IT game, IT cannot play. Changes have been made to the def in New Games.
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Re: New Game: Thirteen Gates |
Wed, 10 December 2003 22:31 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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I thought you were ruling IT out to cut down on competition with the Guild
Seriously, with an inf/inf gate network and relativly cheap jump gate ships available, there is little reason to play an IT, they're very expensive in the RW.
The other thing ITs get (gate scanning) might not be that valuable, given the compactness of the clusters, there is little reason for people to build their own gates, it will be easy enough to get to the nearest guild world, and go where you want. Not having a gate also makes using the Jump Gate ships easier.
Also, part of the concept of the game is to force combat at the gates, an IT bypasses that, so it kind of gets around the concept of the game.
- LEitReport message to a moderator
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Re: New Game: Thirteen Gates |
Thu, 11 December 2003 09:46 |
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LEit wrote on Wed, 10 December 2003 21:31 | I thought you were ruling IT out to cut down on competition with the Guild
Seriously, with an inf/inf gate network and relativly cheap jump gate ships available, there is little reason to play an IT, they're very expensive in the RW.
The other thing ITs get (gate scanning) might not be that valuable, given the compactness of the clusters, there is little reason for people to build their own gates, it will be easy enough to get to the nearest guild world, and go where you want. Not having a gate also makes using the Jump Gate ships easier.
Also, part of the concept of the game is to force combat at the gates, an IT bypasses that, so it kind of gets around the concept of the game.
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No, competition with the Guild was not my concern. The other reason, other than the dual world start-up ends up being quick and cheap colonization intra-sector. It would be too much of an advantage over the non-IT races. Scanning is a bonus, and allows them to know the gateworld within their sector immediately, but that is only, most likely, a two-turn jump... but the ability to gate full colonizers is too much.
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Re: New Game: Thirteen Gates |
Thu, 11 December 2003 10:52 |
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Chuckle,
You guys were talking about expansion of the sectors...
well, it was bugging me... and last night it was all I thought about, I came up with a new packing schema which allows for twelve sectors of 200 ly diameter, and a distance between sectors of 900 ly...
check it out:
http://www.shc.edu.bz/les/13g.zip
regards,
les.
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Re: New Game: Thirteen Gates |
Thu, 11 December 2003 17:55 |
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OK, guys... I guess this def is now solidified enough to go to Google and the list.
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Re: New Game: Thirteen Gates |
Fri, 12 December 2003 01:07 |
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I've got a few things to say cause I came into this late..
1) I can solve the IT, PP 2nd world problem so they WILL start with no loss of minerals or whatever to their 2nd world. And their 2nd world will be guarenteed to be in the same cluster as their HW.
2) As near as I can figure, the most efficient way to set this up, is to, 1) ban AR (absolute must), & IT (for reasons stated above), (PP as well if you want). 2) Use AR to setup the gate network, then use an IT to manage it. (the any/any gate on the AR starter colonies can just as easily be on a orbital fort, the hull is irrelavant and tech doesn't matter either.) You have the AR and IT abandon their HW's (and 2nd worlds).. The IT is given ships either by AR or whatever, and ships ore just like you planned, but through the AR network. The AR just sits back and lets players loot their worlds with remote miners (Thus solving the problem of collecting scrap off gate worlds, EVERYONE's got remote miners. They don't even have to be good at all, they just have to remote mine and they can loot the surface ore. Easy as that.) There won't be a problem at all with SS, because no one's researching much of anything. (no massive time or effort spent on getting the any/any gate tech. And everyone has the capasity to steal ore from the gate worlds.) Also since this leaves you with a max of 14 players and you wanna keep the clusters at 1 race per cluster and there's 13.. That isn't a problem at all either. Also this is **SO VERY MUCH** Easier to setup than gennining at least 50 turns to get all those tech ships scrapped (AT best).
3) Based on the distances between clusters, any non Jump Gate equipted AR colony ship of all but the tiniest size would all but die out just trying to travel the huge distances between clusters. Though within their own cluster they could be quite good... Though I still think that using AR as a guild race is better, plus find one of those HW's and make your OWN mineral fountain. Assuming you plan ahead and don't just pick OBRM.
4) oh to answer Micha, yes the AR colony thing is perminent, and no it's not a HST edit. If it were I wouldn't have to say "Ban AR".
5) About chasing the MT to get toys. In the test map for "pockets of Planets" you may note that the year I submitted it is 2435, 5 years before any game get's an MT, which is beside the fact that I had "No Random Events" turned on. And I'd already gotten 3 MT items. So I can solve the whole chasing of MT thing for the guild.. As well. No problem.
6) As for "Offending" the original game design. Get over it, it's just really good way to get this particular job done!
7)Also to get Any/Any gates on AR starter colonies. It's not required to even have a clue how to edit the race so the items only they can build are buildable by others. I know cause.. I don't have a clue how to do that. Also it has EVERYTHING to do with the starter colonies and NOTHING to do with AR itself. I wrote a thread all about this like.. A few months ago. Which I'll bet most of you just ignored, so it's your own fault for not understanding how I work my magic.
[Updated on: Fri, 12 December 2003 02:43]
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