New Game Idea: Slots! |
Thu, 09 September 2004 10:17 |
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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] Report message to a moderator
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Re: New Game Idea: Slots! |
Thu, 09 September 2004 12:24 |
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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
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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] Report message to a moderator
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Re: New Game Idea: Slots! |
Thu, 09 September 2004 15:29 |
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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?
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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).
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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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Correct. Trying to limit amount of ganging up and gate use by players cooperating.
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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
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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.
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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] Report message to a moderator
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