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Game concept: Homeworld Quest. Sun, 02 November 2008 21:23 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1361
Registered: May 2008
Non-competing host sets up things so that each player starts on a world which is decent for them but not their actual HW.

All players have to have different HW hab, so the HWs are recognisable.

The galaxy is huge packed.

The players have to find and colonise their original homeworld.

They initially have no idea where it is, but there are worlds scattered throughout space which have clues. One will be near their original start point. Basically, each time they find one, they're directed to the next one's approximate location (galaxy clumping on, cluster will be given) once they stick a scanner ship in orbit, or colonise it, and "search the surface for clues" (Some clues won't be visible from orbit, and will have to be colonised). The host will check each turn and give out the clues to the races that find them. Each race has its own set of clue worlds. There will be around 10 clues that have to be found before the homeworld location is given to you in a clue. As soon as one race colonises their HW, they win.

The thing is though, because there are a lot of races in the galaxy (I'm thinking 12 at least), races may have trouble finding their clues. Stealth will be important, especially for the "flyby" clues, as will misdirection. Because if it's obvious that a certain world has a clue for you, others may stop you from getting the clue. Also Propulsion tech will be vital to the 2000-ly trips that may be necessary.

EDIT: Also, CA would be banned, because of the Crystal Ball if nothing else. IT would be penalised 50 points, because they start with higher Propulsion tech and can expand faster.

EDIT #2: The game would be slow tech, of course, otherwise everyone would be at full tech long before any homeworlds were rediscovered.


[Updated on: Sun, 02 November 2008 22:00]

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