New Game Idea: Balance Of Power |
Sat, 17 April 2004 02:42 |
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The idea is to make all ship hulls useful throughout the game and balance all races.
Special Rules:
Only 100/250 and 100/any gates allowed
Nubians must all weigh at least 1000kt and only SS and AR may possess a Nubian with more than 95% cloaking
Beginner: Max Minerals Checked
CA must have 400+ points left over in race wizard
JOAT must have 100+ points left over in race wizard
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Obviously adjustments can be made to help whatever race is now weak/strong. For example, IT can be allowed another gate like 150/600 or Nubs can have a lower weight limit for a certain race.
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[added later]
HE may be too strong with the way I have limited gates, may need adjustment. Perhaps add that AccBBS is turned off, and after the first turn where everyone assigns orders to ships, the next nine turns are skipped by everyone. This would hurt the HE 3i and help the underused HE HG.
An alternative for CA is CA must set all to enemies, and have no diplomacy (communication) or tech trading. This would give us an automatic public enemy race for those who don't like diplomacy. Similarly JOAT may not have anyone set to friend, but is allowed diplomacy and trading.
[Updated on: Sat, 17 April 2004 09:47] Report message to a moderator
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Re: New Game Idea: Balance Of Power |
Sat, 17 April 2004 10:06 |
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Orca | | Chief Warrant Officer 1 | Messages: 148
Registered: June 2003 Location: Orbiting tower at the L5 ... | |
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That's balanced?
Edit: Removed extraneous quote.
[Updated on: Sat, 17 April 2004 10:11]
Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.Report message to a moderator
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Re: New Game Idea: Balance Of Power |
Sat, 17 April 2004 10:33 |
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Its a start... please suggest which race or hull will rarely get used in the end with these settings. (Max minerals was to help PP)
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CA needs some drastic trimming. Lowering eccon to everyone else is not enough as he is still the diplomatic superpower.
PP needs the most help, providing lots of minerals may give enough for mass drivers to really play.
[Deleted incorrect statement about hiding HW through max minerals. I had incorrectly thought (HW) designation only showed up when minerals drop below 30.]
AR gets more minerals when mineral starved in early, but his fountain kicks in later so I tried to help with nearly SS grade nub overcloakers if he can survive to late game (AR is always a late game power).
WM gets special hull always being a factor. Currently I think they are underpowered.
With gate butchering I am concerned about IT (though 150/600 only for him may be enough).
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Diminishing gates and increasing minerals would likely make the game more aggressive weeks or months earlier (attacking is easier, less advantage to wait for late game better ships).
Classic principles of mobillity come more into play if gate-anywheres quickly doesn't exist.
[Updated on: Sat, 17 April 2004 11:13] Report message to a moderator
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Re: New Game Idea: Balance Of Power |
Sat, 17 April 2004 15:44 |
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I already posted the idea of 400 points on page two of the mentioned thread. Here I am suggesting a more sweeping "balancing+theme" type game idea where gates are limited in power to make normal classic strategies more relevant.
I think Stars game would be more fun if it was usually a quicker, more unpredictable game rather than a wait a couple weeks/months till we get techs up type.
Many years ago I looked at Stars multiplayer but was detered by the idea of playing a game for months. A lot can change in ones life in 3-6 months. So instead I settled for inferior strategy games like Metalknights and stand-alone games.
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Re: New Game Idea: Balance Of Power |
Sat, 17 April 2004 18:45 |
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I have seen a CA that could be defeated as well, but in the hands of a pro it is a different story. I am trying to make the eccon worse than others rather than at the same level to compensate for diplomacy tools. CA then becomes a diplomat wheeler dealer sort of like an early AR, but with more to offer in the beginning. Late game he still has some deadly de-terraformers to deal with.
The way I see it, CA gets an extra few percent growth+free resources through faster terraforming. He also gets an extra few percent worth of diplomacy tools that can be traded very well. 400 points is 4-5% of growth away from 19-20%.
CA's gift helps all his friends quite nicely, for this he may get planets, techs, etc. Rather than 3.5 techs cheap he may survive well on 1 tech cheap. You must have some idea of the power of a CA with TT, 12-30% terraforming, etc on his neighbours.
Reading over old games I found how even an IS who is far behind may at times make rapid ground trading his tach ships.
So CA -400 points becomes the wheeler dealer from behind diplomat, while CA with all enemies and no communication becomes public enemy #1.
Of course this is all just my opinion. The real test is what races others are willing to try and what actually ends up the winner or on the winning team.
[Updated on: Sat, 17 April 2004 18:51] Report message to a moderator
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Re: New Game Idea: Balance Of Power |
Mon, 19 April 2004 07:21 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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The CA i was talking about was advanced player. Got unlucky between JOAT and WM, so to speak. Just take 200 points away from it and it is pretty balanced PRT.
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