Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » New Game Announcements » Line of Supply / Fog of War II
Line of Supply / Fog of War II Sun, 07 September 2008 13:03 Go to previous message
perrindom is currently offline perrindom

 

Messages: 129
Registered: August 2005
Location: Denmark
(since there are not any plain vanilla games offered and you are looking for such a game, let me know and/or I will consider to host that as well)

Update: rules have been changed a little regarding race setup and diplomacy to reduce the benefit of having an ally such as more hab over lap, and how much you can practically support each other.

The intention is to create a game that gives the commander the same problems as that of the Pacific or North Africa theatre in WW2 where the line of supply is long, troops wearing down and supply points (bases) are few, i.e. you have to scout and 'read' the map well and you have to be a good tactictian and planner several turns in advance of battle in order to do well.

Experiences from the first LOS/FOW and race recommendations: You can't use the same race and play-style you would for a normal game. Send out "scanner-equipped" ship quickly, get decent prop quickly, but don't over do it. Don't expect an attack fleet (beams in particular) to be competitive for more than 5 years once it enters enemy space. -F not recommended due to lack of docks. Keep the habitability to not worse than 1 in 6. You cannot refuel at a ally's bases since you can only set him to neutral, so he must either give you a planet so you can build a base or transfer fuel to you from his ships.

Skill level (consider this as much a recommendation as a must-meet criteria): anyone with at least one multiplayer game, but consider testing a race under these special rules for a "must-do". Aim for something like 3000 res by 2330 incl. 30 scouts, 30 escorts/skirmishers, 30 MFs/PVTs transports and few LFs in space up to 300 ly out.

Game setup:
* Universe: ~27 planets/player, ~450 ly between HWs regardless of number of players (Size/stretching and density will be changed to get as close to this as possible). For testing use medium sparse with 8 players.
* HWs with immunities will have their hab values centered.
* Parameters checked: Acc. BBS, no random events (i.e. no wormholes, no MT). The rest are not checked.
* Cheats: only split fleet and chaff allowed.

Race setup:
* PRTs banned: JoaT, PP, IT
* PRT penalty points: CA: 150, IS/SS: 40
* LRTs forbidden: IFE, ISB, NAS (exception: AR races may take ISB but they still may not build Docks)
* LRTs mandatory: NRSE
* Left over points (incl. penalties) may not be set to mineral concentrations
* HAB: all bands must be exactly centered or immune, set the widths as you wish

Game play rules:
* forbidden during the game: gates, fuel pods, fuel ships, settler's delight engine, penetrating scanners, planetary scanners (if ARs should survive to get penetrating planetary scanners they deserve to have them!)
* any ship you start the game with that are not allowed by these rules must have its design deleted on the first turn, i.e. no recovery of minerals from scrapping

Diplomacy & victory conditions:* no pregame alliances/partnerships or coordination of races
* at the beginning of the game you must set all players must be set to enemy
* "first contact": you cannot start communicating or forming treaties/alliances before you have had ships in the same location or visited an inhabited planet
* at maximum you can set one other player to neutral at any one time
* mercy rule: if all players you have had contact with by 2430 won't be your friend, you will be allowed to talk to all players that are in the same situation (in reality still have not set anyone to neutral) - ask the host who that might be
* only one other player can be traded with at any one time (tech, minerals, ships).
* 10 years must pass before you may trade with someone else or change the player you have set to neutral
* ship trade: you can only transfer/trade miners, 'pure' minelayers (e.g. no multipurpose rogues/galleons or the like), CA may trade away 1 orbital adjuster miner to its partner (at any one time your partner may own only one), and up to 5 scouts/FFs/DDs for wolf/lamb purposes.
* feel free to make NAPs or agree with someone to attack a mutual neighbour
* Victory: only one player or a two player alliance can claim victory. Decision by unamious vote of active players or LMS (last man/pair standing)

Other:
* if a player misses two unexplained turns and is still out of contact, I will pause the game to look for a replacement. I have seen how fast the fun and thrill is sucked out of a game when a major player goes AWOL.
* Gen schedule: Sunday to Friday fixed at 5 a.m. GMT, (i.e. Friday and Saturday evenings are free). Later on (around 2440) 3 turns/week
* Host playing?: don't plan to, but it might happen so please keep you race files passworded
* start date: when those signed up want to, but not sooner than Sept 25. But to make it fun I think we should get 8 players.


[Updated on: Wed, 10 September 2008 16:24]

Report message to a moderator

 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: New Game: Stone Age Slaughter (intermediate to advanced)
Next Topic: Heavenly Hell.
Goto Forum:
  


Current Time: Tue Jun 04 23:09:11 EDT 2024