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New Game Idea: Slots! Thu, 09 September 2004 10:17 Go to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Medium normal galaxy, around 10 players

Player with the lowest ship+starbase slot average wins.
In case of exact tie, then score will be used to break.
Game over 2450.

Any year a player does not have a single colonised planet, it is counted as he has all 26 slots in use.

No alliance victories

All players must be set to enemy, trading is allowed

Chaff, split fleet allowed, no cheats.

[Added]
To qualify as having a 'colonised planet' a player must have at least one world that is green for him and has 50,000+ colonists at the beginning of turn and also for the production phase.

So for example if you play the entire game with only a privateer and a single starbase design, and have at least one planet colonised for all 50 years, you would end game with an average of 2 slots per year, and would win the game even if someone else had an average of 2.01 slots/year and had 100x the score.


[Updated on: Thu, 09 September 2004 12:35]

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Re: New Game Idea: Slots! Thu, 09 September 2004 11:09 Go to previous messageGo to next message
wizard is currently offline wizard

 
Officer Cadet 3rd Year

Messages: 279
Registered: January 2004
Location: Aachen, Germany
Hmm...
Who would not use a 1WW in that scenario and try to survive until year 50? Why fight? Even if I get to kill 4 enemies, there are still several left who are winning because they have no ships at all... Sórry, that game could be a bit boring Wink

Andreas / wizard

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Re: New Game Idea: Slots! Thu, 09 September 2004 12:24 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

Who would not use a 1WW in that scenario and try to survive until year 50? Why fight? Even if I get to kill 4 enemies, there are still several left who are winning because they have no ships at all... Sórry, that game could be a bit boring

Suppose against that 1WW, an opponent takes 30+ planets and on turn 45 takes out the 1WW? Then for the last 5 years can delete all starbase and ship designs and coast to win.

Lots of different ways to try and win. If you go for too few slots you are vulnerable for elimination.

Have modified rules on colony to make more interesting.


[Updated on: Thu, 09 September 2004 12:32]

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Re: New Game Idea: Slots! Thu, 09 September 2004 13:52 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
How will the average slot/year be determined? Will there be a non-player have all race passwords and maintain a count of slots each year? Do the default initial ship slots count, or will players have a year grace time to delete these slots?

You say that trading is allowed, but each player must set all other players to Enemy. This would mean that tech trading could be done via Wolf/Lamb or pop drop, but not via ships trading, correct?

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Re: New Game Idea: Slots! Thu, 09 September 2004 15:03 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
Chief Warrant Officer 2

Messages: 167
Registered: August 2003
Location: Vancouver, WA
So the point is to determine how few slots that can be used while playing a normal type of a game.
If you add only surviving players are able to win the game, players would be more likely to avoid the "I only have one world and a frieghter scenario" and compete to take out the other players.
___________________________________________________
"Interesting Idea..."
Comment by the Great Wallump as it considered moving at sunrise...

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Re: New Game Idea: Slots! Thu, 09 September 2004 15:29 Go to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:


How will the average slot/year be determined? Will there be a non-player have all race passwords and maintain a count of slots each year? Do the default initial ship slots count, or will players have a year grace time to delete these slots?


Year 2400 is not counted, only first year 2401 after you give orders. On 2450 each player who wishes to compete will claim his average slot count and be responsible to provide all his .m files and password(s) to anyone who wishes to audit (such as competing players).

Quote:


You say that trading is allowed, but each player must set all other players to Enemy. This would mean that tech trading could be done via Wolf/Lamb or pop drop, but not via ships trading, correct?


Correct. Trying to limit amount of ganging up and gate use by players cooperating.

...

Quote:


If you add only surviving players are able to win the game, players would be more likely to avoid the "I only have one world and a frieghter scenario" and compete to take out the other players



If a player is non-surviving (no colonies), he is paying a penalty of being counted as having 26 slots used a turn every year till the end.

...

With 24 hours a turn on weekdays such a game would be over in about 2 months and before micromanagement gets heavy. Similar to chess you could go for a gambit (gamble) like using extra slots to take out the leader or scrapping all your starbases and ships for several turns.


[Updated on: Thu, 09 September 2004 16:21]

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