Home » Stars! 2.6/7 » New Game Announcements » New team game (AVP [Aliens Vs. Preditors))
New team game (AVP [Aliens Vs. Preditors)) |
Fri, 06 August 2004 04:14 |
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Factor | | Chief Petty Officer | Messages: 80
Registered: April 2004 Location: Vancouver | |
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i'm hosting a game because i'm tired of playing one game (my other game's on hold) and this forum lacks new games at this time of the year. and also i want to try something nobody has ever tried before.
The game is mainly for beginners/intermediate. experts+ are welcome to play as mentors or the Mercenaries. (depends on wether people wnats this game to be a mentor game or not)
NOTE: beginners/ intermediate= people who previously enjoyed playing AIs or played no more than 4-5 games with humans.
Experts= anybody above that.
The primary goal is to play and/or learn stuffs from mentor (if there r any)
Game parameters:
10 players to participate
4 alien clans (beginner)
4 preditor tribes (beginner)
2 mercenaries (left overexperts)
2 commanders (1 for clan, 1 for tribe)(2 experts)
host is playing as an observer IT race (News network) owning a planet called EARTH (with the help of an editing program).
Objective of the game:
After year 2440, the first team that's able to keep a fleet in orbit over earth for 20 years wins (20 years will start counting when there is one team over the orbit. and will reset if all the fleet of one team that is orbiting EARTH is destroyed.
Medium Universe/normal density
Distant player positions
Public Player scores (Poll)
Galaxy clumping
RULES:
-Chaff and Split fleet are allowed - all other cheats are banned.
-IT is offlimits for everyone except for HOST.
-Host HW, Mercs HW are off limit
-Mercs are highly recommdned to play as SS (ss to steal mineral transfers)
-ALL SET HOST TO FRIEND
-Preditor names must have the word "TRIBE" infront or behind their name
-Alien names must have the word "Clan" infront or behind their name.
-NO PP race. this is based on ship to ship combat not mineral wars
-NO CA
-NO IT cept for host
-NO mass drivers (who needs mercs if you have mass drivers)
-MERC CONTRACTS ARE MAX 20 years. mercs must retreat after 20 years.
-MERC CONTRACTS MUST BE NOTIFIED BY HOST so i kno when will the contract ends.
Game will be on Autohost, 5 turns a week M-T-W-T-F. It will change if by vote later on in the game.
Teams/roles are in a best fit basis.
Role of mercenaries:
-Mercenaries jobs:
-Recon
-Defend
-Attack
-Escort
-Mercenaries will fight for whoever pays them minerals/ships/tech (they get to set a REASONABLE PRICE).
-Teams being attacked by the mercenaries can bribe the mercenaries. Mercenaries will ask for a REASONABLE BRIBS (110% of the employer) if victim can pay, mercenaries will turn on his old employer
-when mercenaries are bribed to backstab, old employer will be notified and will be given a chance to pay more.
-Unemployed mercenary teams can play as pirates and raid planets and ships if they choose to do so.
-Mercs will play normally
-Mercs can join together if they choose to. but they might hav to fight aginst eachother when paid by their employers (attack and defend missions)
-mercenaries can be biased if they want to.
-Accept jobs from Host
-msg host when their contract starts/ends.
Role of commanders:
- Watch over your subordinates
- help your subordinates out if they need help
- basically the same roles in the other mentor games.
- Make contracts with the mercenaries
- Make contracts with the News network (propaganda)
Role of Finincial Officers:
- Play as AR
- Supply team with minerals to hire mercs.
- Play as vice commander
Role of Host:
- observe
- Play as an unbiased source of news until paid handsomely by a COMMANDER to post propaganda (employer must provide me with a news article for me to post.)
- Set up new newsbroadcast stations
- If one side is winning, Host can hire mercs to play as rouge.
- INTERVIEW PEOPLE!
Bribing/ paying:
-Payments must be sent to the employee's HW.
-minerals/ships being transfered will have a chance of being raided by pirates or by rival Team (with or without hired mercenaries)
Propaganda:
-send a warship to a news broadcast station and give me a PM lof the propaganda messages w/ stars PM and email. i'll tell you where to send money to and how much i want. when the money arrive, i will start propganda (3 propaganda messages(same or different), 1 every 3 years.
-Ship has to be in orbit of news station inorder to send messages.
-if another team is in orbit, message will be delayed.
-if propganda lost its fleet. unannounced messages will be lost. (contract ends)
Aftermath:
After the game is won. Winning team can play a "civil war" to determine whos the ultimate ruler of earth if they want to. (mercenaries can join in and be hired if they choose to stay in the game)
Send intrest emails to stfunewb@hotmail.com. i will start collecting emails when teams are full. send race files to commander and commander will send to me in 1 nice lil package.
Rules will change over time due to polls and suggestions.
Edit: mercs can be biased
Edit: things will change over time
Edit: only 2 mercs are allowed
Edit: Fininacial officer (AR)
Edit: DO NOT SEND ME THE RACE FILES!
Edit: CONTRACT has limited time
Edit: Host can hire mercs to balance the game
Edit: Host can interview people to make news
Edit: NO IT!
[Updated on: Sun, 15 August 2004 19:19] Report message to a moderator
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Fri, 06 August 2004 04:21 |
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Factor | | Chief Petty Officer | Messages: 80
Registered: April 2004 Location: Vancouver | |
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Current players interested in playing:
Host: Factor---- Newstech.inc (IT)
Mercenaries:
1.) Expert (NO IT)
2.) Expert (NO IT)
Alien:
1.) Elite Expert [commander]
2.) Advanced AR ONLY [Financial officer]
3.) Beginner/intermediate
4.) Beginner/intermediate
5.) Beginner/intermediate
Preditors:
1.) Elite Expert [commander]
2.) Advanced AR ONLY [Financial officer]
3.) Beginner/intermediate
4.) Beginner/intermediate
5.) Beginner/intermediate
[Updated on: Sat, 14 August 2004 22:18] Report message to a moderator
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Fri, 06 August 2004 12:15 |
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Quote: |
NOTE: beginners/ intermediate= people who previously enjoyed playing AIs or played no more than 4-5 games with humans.
Experts= anybody above that.
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You may wish to change definition based on wins or close rather than games played. Some say they have played multiple game but not won and are early intermediate rather than expert. Where someone who only played 2 or 3 and won all might be classed as advanced intermediate or expert according to your desired result.
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Sat, 07 August 2004 02:15 |
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Factor | | Chief Petty Officer | Messages: 80
Registered: April 2004 Location: Vancouver | |
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btw, commmanders are mentors...
aliens will start at the bottom, preditors will start at the top. and earth and mercs will start in the middle.
[Updated on: Sat, 07 August 2004 02:15] Report message to a moderator
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Thu, 12 August 2004 18:04 |
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Now that this game has also caught my eye, I may consider a position as a merc. Still, I prefer more crowded universes.
Small packed w/ 16 players or medium sparse are ideal, IMO. You get a decent amount of expansion and get into the meat of the game very early. MM also doesn't get out of hand.
I'm probably something of a high expert and could potentially unbalance the game all on my own so I won't be playing on any teams.
Now, I might suggest some PRT restrictions for teams and mercs. I feel that a couple changes might help to balance things out. (It will make the Mercs more likely to have some sort of dependence on teams, and vice versa.)
Predator and Aliens may not have an IT. It is suggested that predator and Aliens have 1 CA per team. If medium universe and more than 15 planets/player average, AR encouraged on the condition that player is experienced enough. Mercenaries may be any PRT, but CA. Mercenaries may not engage in long-term alliances. They're out for their success alone.
For what it's worth, games similar to this have been tried many times. I've lead teams of newbs many times. I really don't have the patience to run a team these days. Advice may be purchased for a fee, however.
Also, I like the idea of clusters....
ie roughly this configuration.
Between world clusters it would be best to have some worlds or strands of worlds connecting clusters, but far more sparse than in A/P superclusters. By comparison, Mercs should be diffuse clusters, but with about equal number of worlds on a per/player basis as A or P.
xxxxxxAxxxxxxxAxxxxxxxA
xxxAxxxxxxAxxxxxAxxxxxxxA
AxxxxxxAxxxxxAxxxxxxxAxxxxxA
xxxAxxxxxxAxxxxxxAxxxxxxA
xxxxxxAxxxAxxxAxxxxxA
xxxxMxxxxxxxxxxxxxxxxxxM
MxxxxxxxxMxxxxxxxxxMxxxxxxxM
xxxxMxxxxxxxxxxxxxxxxxM
xxxxPxxxPxxxxxPxxxxP
xxxPxxxPxxxxPxxxxxPxxxxP
PxxxxxPxxxxPxxxxxPxxxPxxxxxP
xxPxxxxxPxxxxxPxxxxPxxxxP
[Updated on: Thu, 12 August 2004 18:19]
g.e.
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"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. DickReport message to a moderator
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Sat, 14 August 2004 03:11 |
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Why create unecessary artificial rules? Give the teams at least 4 players appeice. Group the HWs in large clusters. Keep the mercs with a far lower density--both teams should be touching at some point, but both should also touch each merc space.
Mercs could have a swath of space on the east and west sides respectively. Better to leave the mercs and teams mutually dependent, but incapable of forming a long term alliance. Easier to just place limitations on Merc activity. May engage in mutual defense of worlds. There would be little point in playing a merc unless you could reap some material gain from the aliens or predators. Another means for merc/team interdependence-in-opposition would be to make it such that only the Mercs could be either CA or IT. At the same time only the teams could play AR. (So the teams have the ultimate trump card on the mineral supply, while Mercs have the ability to give teams tactical and material superiority. Mercs would operate more or less independently, but seeking their own betterment. Teams would be seeking the destruction of the opposite team at all costs. At the same time, they should be free to pursue the mercs, and the mercs to persue the teams. Though, if this were to happen, it would be in the intersts of the other team to join mercs to gain strategic advantage over the other team.... Let the powers involved solve their own disputes. The teams will be self-sufficient and easily capable of holding their own provided they are big enough and each have a good leader. 3-7 players per team would be best.
If you're heading toward 16 players, then medium normal may be a good sized universe.
Also, I would encourage that teams submit their files together, perhaps even best if the leaders approve them and organize and form a strategy together that all teammates can handle.
[Updated on: Sat, 14 August 2004 03:22]
g.e.
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"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. DickReport message to a moderator
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Sat, 14 August 2004 22:14 |
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Factor | | Chief Petty Officer | Messages: 80
Registered: April 2004 Location: Vancouver | |
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Just to make hte game not too complicated... i will only accept 2 mercs ( 1 Expert merc, 1 intermediate merc).
current mercs:
1.) SinicalIdealist
2.) EXPERT
Current players waiting to join a team:
-Oewyn
-Steve1
-TheGoat (preditor)
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sry steve1, 5 games isnt enough... if you're good @ AR, you can play as Vice commander.
[Updated on: Sun, 15 August 2004 19:09] Report message to a moderator
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Sun, 15 August 2004 00:43 |
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IMO, the more experts the better. 1 per team would be good. Of course, I would love to see another expert player as a merc, and all other intermediates and beginners on the teams (as many as possible). That will give teams maximum competitiveness. As for team design, I would suggest avoiding having too many races w/ overlapping cheap technology.
Trading technology via wolf-lamb from very early tends to be very advantageous in large teams. I would suggest using two races w/ weapons cheap and construction cheap as these are probably your two single most essential tech fields. Redundancy is fine in this area (and they should't be the same races---could be split amongst 4 races). The two fastest growing races on the team should research weapons and construction. The other two should take a secondary research field (this is decided as the game progresses and whoever has the ability to research the given tech field the fastest).
Each merc players play for themselves versus the universe. (Isn't that the natural way of things.) Trade when it is in their advantage. Alliances with any other party would necessarily be an alliance of necessity if one or both teams were attacking, and it seemed necessary to pare one for balance. The two most experienced players should be in charge of the mercs to grow fast enough to offset the difference the much larger teams would have. The 2nd 2 most experienced should lead the teams. If everyone could rank their estimated skill based upon their experiences in prior games *to the host only,* that would facilitate in picking the teams. Teams could be approximately grouped to keep the average skill level approximately equal. Of course those who join and want to play together would be encouraged.
g.e.
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"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. DickReport message to a moderator
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Sun, 15 August 2004 19:08 |
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Factor | | Chief Petty Officer | Messages: 80
Registered: April 2004 Location: Vancouver | |
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SinicalIdealist wrote on Sat, 14 August 2004 21:43 | IMO, the more experts the better. 1 per team would be good. Of course, I would love to see another expert player as a merc, and all other intermediates and beginners on the teams (as many as possible). That will give teams maximum competitiveness. As for team design, I would suggest avoiding having too many races w/ overlapping cheap technology.
Trading technology via wolf-lamb from very early tends to be very advantageous in large teams. I would suggest using two races w/ weapons cheap and construction cheap as these are probably your two single most essential tech fields. Redundancy is fine in this area (and they should't be the same races---could be split amongst 4 races). The two fastest growing races on the team should research weapons and construction. The other two should take a secondary research field (this is decided as the game progresses and whoever has the ability to research the given tech field the fastest).
Each merc players play for themselves versus the universe. (Isn't that the natural way of things.) Trade when it is in their advantage. Alliances with any other party would necessarily be an alliance of necessity if one or both teams were attacking, and it seemed necessary to pare one for balance. The two most experienced players should be in charge of the mercs to grow fast enough to offset the difference the much larger teams would have. The 2nd 2 most experienced should lead the teams. If everyone could rank their estimated skill based upon their experiences in prior games *to the host only,* that would facilitate in picking the teams. Teams could be approximately grouped to keep the average skill level approximately equal. Of course those who join and want to play together would be encouraged.
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that might b good, but currenty your;e the only expert whos playing the next expericend is hoolga or steve1.
patience is always the key...
Edit: what do you think about making the teams smaller by adding a third team called the colonial marines or sth?
[Updated on: Sun, 15 August 2004 19:11] Report message to a moderator
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Re: New team game (AVP [Aliens Vs. Predators)) |
Sun, 15 August 2004 21:38 |
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Hooga wrote on Fri, 13 August 2004 08:08 |
Failing that, I think I'm probably a little more skilled than beginners, so playing as an alien or a predator may not be best.
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Well, I think it would serve the teams to have several experienced players, each. As for determining your strength, I think I had a post a few years ago on the stars! newsgroup where I had suggested definitions for player skill levels.
I'll try to replicate what I can remember:
Beginner/Novice/Newbie/Newb/N00b (Take your pick.)
Basic premise is that, you've beaten back the AI a number of times, you've kicked its ass on expert. You've even kicked the asses of 8 expert AIs that can ally against you! You've heard about a few acronyms, but most just baffle you. You've just figured out that F10 brings up the score and F5 gives you the tech dialog.
You're big $#|+ in your little corner of the universe, and you're ready to take on a whole universe of humans, standing, knives ready, phaser bazookas armed, frothing at the mouth, and dying....to....no, actually just dying. Or alternatively, it's a bummer, but you've had your ass whooped marvelously by a bunch of neighbors...several times in several games within the first 60 years in the 1-8 game attempts....
Intermediate: You've won a beginner game, you're holding your own on average in your 3-5 game attempts at beginner or slightly more than beginner games. You know what an HP,QS, and IFE/NRSE JoaT are. You've read a few strategy documents. Hell, you've posted on the forums a few times. You think you can hit 25k by 50 w/ a race. Additionally, you've had several not to be disclosed parts of your anatomy handed to you on a platter in one or more advanced games. You think you have a shot at ruling the universe. Or, perhaps it's just possible you've played about 15 beginner games, being dismantled in multple, creative ways, each equally unpleasant, read a number of strategy documents, but still can't for the life of you manage to live past year 70. It's probably because you keep playing PP and fireing all your minerals at the enemy.... It's probably because people think you're an asshole when you do that. It's an okay lifestyle.
Advanced: You've kicked some ass. You're pretty sure you're going to kick mine. You've played 4-40 games, you've read strategy documents. You might even authored a few that aren't mocked by players more experienced than you. 100k by 50 means something to you. More importantly, you realize the importance of the F3 key and get really annoyed each time the dialogs crash and leave some permanently half-crashed window somewhere on your screen.
Expert: You've won more games than you care to admit, you've more games under your belt than a factorial of the number of fingers on one hand. Your friends think you should find a hobby or a girlfriend, you're considering a more challenging job...like running the world. If you have a girlfriend or wife, she's pissed that you haven't cooked dinner yet. That said, I have to go....
Quote: |
patience is always the key...
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These days it takes weeks and months to find enough interesting and challengine players to make a game interesting. If nothing else, I can wait for an intersting player pool.
I suggest posting to 'the list.' Though honestly I can't recall the email address. I'm pretty sure there's a link from the stars! directory....
g.e./Gakl on #stars!
[Updated on: Mon, 16 August 2004 00:31]
g.e.
====
"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. DickReport message to a moderator
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Mon, 16 August 2004 12:39 |
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Hooga | | Crewman 1st Class | Messages: 31
Registered: July 2004 | |
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I beat 15 allying expert PP/HE AIs in huge universe. That took a while. Stupid AIs don't know how to deal with beta torps at their HWs on turn 15.
I think I'm intermediate.
Quote: | Intermediate: You've won a beginner game
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Check x2
Quote: | you're holding your own on average in your 3-5 game attempts at <snip> slightly more than beginner games.
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Check (winning one, one just started, middle of the pack in one)
Quote: | You know what an HP,QS, and IFE/NRSE JoaT are. You've read a few strategy documents. Hell, you've posted on the forums a few times. You think you can hit 25k by 50 w/ a race.
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Check. All races I design I test like that. I hit 20k by 50 in a game. My proudest moment.
Quote: | Additionally, you've had several not to be disclosed parts of your anatomy handed to you on a platter in one or more advanced games.
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Never done that. I've never joined an advanced game.
Quote: | Or, perhaps it's just possible you've played about 15 beginner games, being dismantled in multple, creative ways, each equally unpleasant, read a number of strategy documents, but still can't for the life of you manage to live past year 70. It's probably because you keep playing PP and fireing all your minerals at the enemy.... It's probably because people think you're an asshole when you do that. It's an okay lifestyle.
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Never done that. PP packets are for planets you kill instantly and then conquor only. Or min transfers.
And F3 is the most useful thing ever. I use it every turn to go through my fleets (I've bad short term memory, can't remmeber why I do this or do that or built that or was allied with that guy).
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Re: New team game (AVP [Aliens Vs. Preditors)) |
Mon, 16 August 2004 15:20 |
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Steve1 | | Officer Cadet 2nd Year | Messages: 240
Registered: January 2003 Location: Australia | |
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Quote: | And F3 is the most useful thing ever. I use it every turn to go through my fleets (I've bad short term memory, can't remember why I do this or do that or built that or was allied with that guy).
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Not sure if I'm being helpful here or not:
Any existing fleets you have can be renamed to whatever you like, eg. you could call a single chaff ship:- ping Arachnids at Bilskirner or a freighter:- drop germ at Forest and pickup Iron.
Not much help for when you first build ships of course but if you want to skip reading through all this years messages pertaining to new ships built, you can always use the idle fleets filter for discovering which fleets haven't yet been allocated orders.
Of course you'd still want to use F3 because it really is very useful, but it's good to know that there's other helpful options as well.
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