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Slow Game Settings Fri, 17 January 2003 15:13 Go to next message
Calamere is currently offline Calamere

 
Crewman 2nd Class

Messages: 10
Registered: November 2002
Location: Saskatchewan, Canada
I'd really like to play in a slow game that changes all the dynamics of stars. I picture a "star trek"-like universe where you maybe have 3-4 ships in a battle instead of hundreds. A game where you really have to think about whether you're going to build a frieghter or a destroyer because you can't build both. Something that really challenges your ability to strategize and yet still give you a chance to race design.

It needs to have some kind of limitation. Obviously either minerals or resources.

I've seen games that limit the minerals. I think that this would be the best choice.

To start I'd say that races must take BET, LSP and the game set to Slower Tech Advances.

Maybe a game set up where a neutral race delivers a set amount of minerals to every race's HW every turn.

Anyway.... I'm just thorwing this out as an idea. Maybe at some point we could come to terms on "standard" set of "Slow Game" settings. Or a "standard" StarsEd modified EXE for slow games. It'd change the stars! dynamics and play style quite a bit I think.






"This too, in time, will pass."

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Re: Slow Game Settings Fri, 17 January 2003 17:37 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

don't forget no AccBBS Smile

I imagine it radically alter gameplay...especially with races of varying growth rates...not that I've tested this

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Re: Slow Game Settings Fri, 17 January 2003 20:41 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
Officer Cadet 1st Year

Messages: 218
Registered: November 2002
Location: EGR, MI, USA

Well to limit numbers you Could make it in StarEd. You can make parts cost like ten times as much. Another thing might be, to make freighter protection important and to slow planet assaults you make engines extremely super expensive and maybe make starbases significantly more powerful. StarEd allows you to make significant changes to game play... I haven't seen it used much, shame really.

[Updated on: Fri, 17 January 2003 20:41]




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Re: Slow Game Settings Sat, 18 January 2003 01:18 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
Mmm, imagine the joy of eagerly counting down the turns when construction on ANOTHER DESTROYER is complete! Wow!
Twisted Evil
How will anyone be able to win the game? This sounds like a "never do anything" scenario to me because planet populations will be multiplying like rabbits, and there's no way to destroy them. Nobody will be able to really hurt anyone. But I'm sure the "No guns" people will like it. Such a nice game, everyone just growing like crazy and living in perfect harmony because you can't hurt anyone anyways, so why bother trying. You can't produce the bombers to go bomb them inside of 20 years (make that a good 50 years if you wanna keep the factories intact by using smartbombers), and by then they'll have maxed population on that planet and 17 others in the meantime, and furthermore, if they've been building destroyers over the years while you've been building your bomber/freighter fleet than your fleet is toast. You can't just drop your rabbit colony on top of theirs, because you can't produce freighters fast enough to carry enough population over to that planet before it outgrows your pop-drop capability. And even if you could, they might have a few destroyers there they built up over the last seventy years, so, best you just stay home and build your own destroyer in case they decide to be stupider than you. Don't think about it, just do it because if you see a ship on your scanner it's going to be too late to build anything to stop it so you better get started now. Whew, war is such a hassle, why go thru all the trouble? Better yet, just build another colony ship; those are cheap and that little unoccupied red planet over there is looking more exciting all the time, since there are no wars to fight and this planet is getting crowded. When there's no empty planets left we'll tally who has how many planets, and the one with the most marbles will be the winner.
Laughing
OK, seriously now. (IMO) Stars is more like Star Wars with the ability to produce thousands of ships, and the whole game platform is about producing those thousands of ships. If you take that away, there's really no charm left to the game. The combat system is the lamest you ever seen, ADMIT IT! It only provides a rudimentary proving grounds for what you've done. The whole game is about production! It's not built around the combat, and it CERTAINLY is not built around the graphics.

I think if you want a Star Trek type game, the Stars system is absolutely the worst platform to attempt it. Maybe try doing it with the Space Empires game system instead. That, I believe, is intended to be the more Star Trek version of Stars.



I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
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Re: Slow Game Settings Sat, 18 January 2003 04:39 Go to previous messageGo to next message
TheJorrus is currently offline TheJorrus

 
Petty Officer 1st Class

Messages: 69
Registered: November 2002
Location: South Africa

Ok how about this ... dont modify anything existing in stars

What about some a little closer to (200-1000 ships only) type game with public player scores so we can all see that you are not cheating on ship count ...

200 ships you'd have to really tweak em!

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Re: Slow Game Settings Sun, 19 January 2003 23:02 Go to previous messageGo to next message
Weightless is currently offline Weightless

 
Civilian

Messages: 3
Registered: January 2003
Here's an idea I had to slow the game somewhat:
Everyone must take NRSE
No one can take IFE (a neutral 3rd party would have to verify that)

You may not build ships with the IS-10s or TS-10s (top speed throughout the game would be warp 9)
You may not use fuel tanks (or super fuel tanks)
You may not build gates (or alternately ban IT)

Universe would be sparse with clumping (the distances between clumps are larger than the distances between stars without clumping)

The game would be slower because of the distances and lower max ranges for ships.

This is a also great way to encourage PP as they could make up for some of the limitations here. Just off the top of my head, I'd say another PRT that'd excel would be SS. I'm not sure if HE or AR would do well.

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Re: Slow Game Settings Mon, 20 January 2003 15:49 Go to previous messageGo to next message
jeffimix is currently offline jeffimix

 
Officer Cadet 1st Year

Messages: 218
Registered: November 2002
Location: EGR, MI, USA

mmmm HE would do very well, no lack of gates in the way.


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Re: Slow Game Settings Tue, 21 January 2003 14:11 Go to previous messageGo to next message
Steve is currently offline Steve

 
Officer Cadet 1st Year

Messages: 217
Registered: November 2002
Location: 40 deg N, 90 deg W
You could require left-over race design points - say 500.

I saw a game requiring 2000 left-over design points. My guess is that those races would be pretty slow!



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Re: Slow Game Settings Tue, 21 January 2003 16:26 Go to previous messageGo to next message
Stalwart is currently offline Stalwart

 
Chief Petty Officer

Messages: 74
Registered: November 2002
Location: Varies

Greetings all,

Currently there is a game in progress testing this same thing using X-number of leftover points in the race wizard and GRs are EXTREMELY low.

Only ramscoop allowed is that of the Radiating Ram scoop, no fuel tanks are allowed, and neither are Super Fuel Xports or the Mini Xport. The game took HUNDREDS of years to get started and just takes WAY to long.

If you want to go as far as changing the game using StarED then go ahead and increase the cost of each ship, but put emphasis on the Privateer, Galleon, and Rogue Hulls. Also rather than just increasing the cost of items, but also increase the damage done, strength of shields and armor.

If you haven't noticed Star Trek ships rely mostly on their shields, as their ship hulls are pretty fragile. To compensate for this I would suggest that all players also choose regenerating shields, and increasing the strength of shields and the like.

Also one could probably go as far as increase the initiative of the Privateer/Rogue/Galeon Hulls to that of fighter power to do a duel porpose ship.

Even then I am not a fan of Star Trek, and I would go into detail about it, but I will just put it as this: STAR WARS RULES!!!!! Twisted Evil Besides... how many Star Trek Ships can face an armada from the War Mongering, Blood Thirsty, Pain Hungry Warriors of the Yuzong Vong who's entire army is based off of pure Living Creatures and doesn't incorporate ANY machines into their ships or fighters! HA HA HA HA HA HA!!!!

Sorry... almost got carried away. Hope this helps Razz



"Attaining one hundred victories in one hundred battles is not the pinnacle of excellence. Subjugating the enemy's army without fighting is the true pinnacle of excellence."- Sun Tzu

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Re: Slow Game Settings Tue, 21 January 2003 18:05 Go to previous message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

If you make all armour and any other item you don't want to require tech 27 then no-one can have it. This makes sure that sheilds are required and RS is essential.

If you're going for a star trek theme then consider a complete conversion of sorts.

If you eliminate all research you can control race specific components. Possible ideas....

Borg - War monger - biggest war ships and bad-ass weapons.
Romulan - SS (duh) - good cloaking.
Ferengi - CA (trade masters)
Federation - IS - this gives you chance to fiddle with croby sharmour to get the federation a better ability to survive with sheilds down.
HE - kilngons maybe? - could fiddle with the metamorph to make a ship with minimal sheilding, loads of weapons and due to much lower weight than other races - greater manouverability - but weak defensively.
SD - species (insert number here) - play about with the 2 hulls and make yourself a couple of unsheilded heavily armoured as hell warships.


Just ideas like. I think a good way to control the way each species would play would be to open up every single race at the beginning of the game and fill all the design slots and only permit each race to use the appropriate ship designs.

By doing the latter you can also adjust how much each ship takes to build - i.e. klingons could pop up maybe 4 ships to every 2 Fed/Rom ships and have an even battle. Fed can build 8 ships to every Borg ship and have an even battle.

You get the general idea.

I figure increasing the costs of ships will slow the game down and get the battles into the perspective you want - but a race with a huge growth rate could compensate with a much larger disposable resource pool.

You'd need to limit growth rate and a few other economic factors to get the right balance.

I think Stalwart is on about the Dark Ages game.

I think that starbase delta has the thread about the game settings and it is slow as hell. Very hard to get off the start block.

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