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icon12.gif  Pirates! Mon, 10 October 2005 22:42 Go to next message
DTITAN is currently offline DTITAN

 
Crewman 3rd Class

Messages: 7
Registered: October 2005
Location: Chicago, IL, USA
I've tinkered countless times with a SS theme race - pirates. To closely imitate the space pirates and lawless "galactic rim" pioneers of science fiction, this race is all about stealth, plunder, escape, and not at all about being productive or industrialized. In Stars!, this means lowest possible factory and mine settings. Since they would be a collection of various races their hab settings will be very broad with no immunities. The ability to steal technology will be heavily relied upon, in most cases making this race trail behind in tech and having to make do with out of date ships.

The problems with making such a race competitive or capable of attaining victory conditions should be fairly obvious. Smile I think I could probably make a competitive race in a game with no tech trade (tech spying then becomes more powerful), but I think I have a better idea: run this race with no intention of trying to win. Just role-play a collection of space pirates, minor races and confederates the best that Stars! will allow.

The settings for this game would be something like:
Medium Universe (possibly bigger)
Normal Density (flexible on this point)
Farther Player Positions (again, flexible)
Acc BBS

# of players depends on interest, I'd say the more the merrier
PRT Restriction: No IS or SD

Victory conditions: Exceed second place by 100% after 100-150 years (a There Can Be Only One scenario to avoid large entangling alliances which can be boring and probably counter-productive to the Pirate theme). The "flexible" settings above will be established early on with the help of interested players so that race design can begin.


The Pirates will start in the center of the universe, but will not have a 30 minimum mineral concentration HW to make assaulting them of little benefit. Otherwise their HW will be unchanged. This center placement is to approximate pioneers settling the more dangeous center of the galaxy, and the riff-raff of the galaxy's races forming crime syndicates and protection rackets to take advantage of the lawlessness of this unpoliced area. Also to prevent any advantage/disadvantage from starting adjacent to the Pirates. Possibly we will have a 30 year ban on attacking the Pirate HW to keep someone from trying to employ that strategy and make the whole scenario moot.

The goal of the game is for everyone to have fun, but also to be competitive and for one player to win. The Pirates hopefully add an interesting twist to a normal TCBOO game. Eliminating the Pirates is not necessary, rewarded or punished out-of-game. The exact Pirate race settings will remain a mystery but will follow the guidelines above. The goal of the Pirates will be to become as "rich" and powerful as possible in order to protect their swashbuckling way of life. Although I don't see how this would be possible, if the Pirates obtain the victory condition they win the game - establishing a galactic mobocracy if you will.

The Pirates player will be hosting, but will not have any extra out-of-game information. A third party will check for cheats occassionally and at the request of any suspicious players. If this third party wants to be involved as a host as well that would save me the bother Smile Normal anti-cheat rules apply; chaff and split-dodge ok. Every day turn generation until 24XX then 4 turns a week works pretty well, but this too is open to debate.


Please post here if you are interested.

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Re: Pirates! Mon, 10 October 2005 23:10 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

This should be moved to the 'New Game Announcements' forum.

My recommendation would be to create the game with a custom universe and set a victory condition of owning the seat of the Empire. You can then have real races and multiple pirates - either being able to win. Some thinking would have to be done on galaxy layout (spirals work well for this) and set-up parameters. Pirates have to be competitive or nobody will want to play them.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Pirates! Tue, 11 October 2005 04:47 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Ptolemy wrote on Tue, 11 October 2005 05:10

This should be moved to the 'New Game Announcements' forum.

Not sure ...
DTITAN do you just want to discus a possible game for now and post a games announcement later when you have the parameters sorted out? Or is this the actual game announcement already?

mch,
modaw

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Re: Pirates! Tue, 11 October 2005 07:05 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
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Ptolemy wrote on Tue, 11 October 2005 04:10

Pirates have to be competitive or nobody will want to play them.


I think that DTITAN intends to play the Pirates (as Host) so they can be as weak as he wants them to be.
Sounds like he wants to play them and have some fun while everyone else tries to play a normal game around him.
Not quite sure what is in it for the other players.

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Re: Pirates! Tue, 11 October 2005 09:25 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
So medium normal or large sparse ... single victor game. Very good choice i think so far. Very Happy IS and SD banned... okay host ban what he like. Just that CA or JOAT are lot earlier PITA for SS i suggest. Rolling Eyes

Host plays somewhat questionable race design of SS using somewhat questionable strategy. Whys that so important? Questionable quality design and strategy can be (and often is) used in any game. Who objects or who cares? Better of course if rest of the players are more interesting opponents. Nod Others may play SS too (SS arent banned) so can show that SS is quite nice PRT in good hands. Laughing

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Re: Pirates! Tue, 11 October 2005 11:26 Go to previous messageGo to next message
DTITAN is currently offline DTITAN

 
Crewman 3rd Class

Messages: 7
Registered: October 2005
Location: Chicago, IL, USA
mazda wrote on Tue, 11 October 2005 07:05

Ptolemy wrote on Tue, 11 October 2005 04:10

Pirates have to be competitive or nobody will want to play them.


I think that DTITAN intends to play the Pirates (as Host) so they can be as weak as he wants them to be.
Sounds like he wants to play them and have some fun while everyone else tries to play a normal game around him.
Not quite sure what is in it for the other players.



Right - I would be playing the Pirates. What I hope will be in it for other players is that it will be a fun, competitive variation on a normal "there can be only one" game.

I could be wrong, but I thought New Game Announcements should only be made when the game is ready to be played. Right now I'm trying to gauge interest and settle on game params.

I know that SS can be very strong. What I was saying is that a race that is truly a pirate race (like Orions in Star Trek) isn't really competitive as far as victory conditions go. A SS race that is like the Romulans can be competitive.

I guess I didn't make it very clear: the Pirates are not the point of this game. The Pirates are an interesting variation of an otherwise normal Stars! game. The point is to build the best race and lead them to victory over the other players.

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Re: Pirates! Tue, 11 October 2005 12:02 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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Location: Seattle, WA USA
To further the Pirate theme you might require that the player races cannot ally with each other, but the CAN ally with the Pirates. Historically pirates have thrived only in the context of great power struggles. If the great powers combine they easily destroy the pirates. However, if the great powers are fighting each other then the pirates can not only operate with a good chance of success, but they can also work with one or more great powers or get bought off by a great power, etc.

Of course any agreement with pirates is as substantial as the air. Twisted Evil

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Re: Pirates! Tue, 11 October 2005 12:53 Go to previous messageGo to next message
DTITAN is currently offline DTITAN

 
Crewman 3rd Class

Messages: 7
Registered: October 2005
Location: Chicago, IL, USA
vonKreedon wrote on Tue, 11 October 2005 12:02

To further the Pirate theme you might require that the player races cannot ally with each other, but the CAN ally with the Pirates. Historically pirates have thrived only in the context of great power struggles. If the great powers combine they easily destroy the pirates. However, if the great powers are fighting each other then the pirates can not only operate with a good chance of success, but they can also work with one or more great powers or get bought off by a great power, etc.

Of course any agreement with pirates is as substantial as the air. Twisted Evil


A very good point. I don't want to put any artificial constraints on that, but certainly by mid-game the Pirates could use a friend or two. This also goes along with my "attacking the pirates won't have any out-of-game consequences" comment.

Your comment reminds me of Sid Meyer's "Pirates!" Ah, good times... good times.

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Re: Pirates! Tue, 11 October 2005 16:56 Go to previous messageGo to next message
Micha

 

Messages: 2342
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DTITAN wrote on Tue, 11 October 2005 17:26

I could be wrong, but I thought New Game Announcements should only be made when the game is ready to be played. Right now I'm trying to gauge interest and settle on game params.
Than the Bar is the right place for this thread! Cheers

mch

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Re: Pirates! Tue, 11 October 2005 17:16 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

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There should also be a mechanism by which the Pirates can capture ships instead of having to blow them up. I'm not sure how to do that within the confines of Stars! Perhaps if the Pirate co-locates with another vessel AND the Pirate's battle orders are to disengage AND the Pirate fleet has 5 to 1 rating (sum of ship ratings/sum of ship ratings) THEN the non-Pirate must transfer the ships to the Pirate. The Pirate must make himself vulnerable to do this, but pirates have to be able to capture ships rather than produce them.

Naarrr!

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Re: Pirates! Tue, 11 October 2005 19:23 Go to previous messageGo to next message
dethdukk is currently offline dethdukk

 
Chief Warrant Officer 3

Messages: 200
Registered: June 2005
Might it be possible to have a pirate civilization that is two races working together? As you said, pirates are made up of many diferent races, and since the pirates would have such a hard time anyways, perhaps another player could make an IT race that wolud make up another portion of the pirates (in otherwords, I like the idea, and I think that pirates who can gate 98% cloaked rouges all over the universe would be rather fun). The two races would have worst possible mine and factories, but good growth, and hab. settings that allows them to easily intersettle. I would like to play the IT if it is accepted.


If you cannot love, you will always hate, and in hate there is only death.
[img]http://dragcave.net/image/XIJh.gif[/img] <--- is teh dragon!

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Re: Pirates! Tue, 11 October 2005 20:48 Go to previous messageGo to next message
DTITAN is currently offline DTITAN

 
Crewman 3rd Class

Messages: 7
Registered: October 2005
Location: Chicago, IL, USA
I'm glad that there is some interest and feedback. As I've said, I want it to be a mostly normal game. As someone else said, "What's in it for the other players?" These are the two secondary goals in setting up this game (the primary being setting up the pirate scenario, obv).

I don't think the capturing ships suggestion fits with those two ideas. VGA Planets had a decent system for that, though.

Two allied pirate races is a possibility. I think, though, that it would only serve to make the pirates even more annoying, which is probably bad.

I understand the reasoning behind the question: "What's in it for the other players?" SS typically add MM to a game and paranoia and frustration Smile Hopefully the fact that you know that you'll have to put up with at least one SS is balanced out by a new twist on this great game.

The Pirates, as I'm developing them, will not be setting up any permanent bases, won't set up any permanent borders, but will roam where ever they can find an empty (or undefended) rock to call home. In this way they'll be unlike any Stars! race I've ever seen played; they are not trying to build an empire, they're just stealing whatever they need to survive.

I think it will be an interesting twist for the other players.

I honestly don't even know how successful the Pirates will be against human opponents. The more I think about it the more I think Tech Trade will have to be banned, though. Has anyone ever played a game where this was considered a form of cheating, but other player relations were allowed? It seems like an easy rule for players to follow and not too difficult to catch cheaters.

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Re: Pirates! Wed, 12 October 2005 00:28 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
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Location: Seattle, WA USA
I was also just thinking about the Pirates being two races, but I was thinking IS and SS. My reason is that pirates need to be able to set up ports of opportunity and that are not of interest to others. IS could colonize reds if they met the needs and use the flying orgy to keep from losing people. Plus IS and SS have all the coolest gadgets. Twisted Evil

Also having the Tach Detectors would reduce the Pirates likelihood of being ambushed, which fits into the genre.

If the Pirates arent' going to take ships, then they are going to have to build them. In order to build ships in any quantity or size they will need an economy with production planets and that seems anti-thematic.

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Re: Pirates! Wed, 12 October 2005 01:35 Go to previous messageGo to next message
dethdukk is currently offline dethdukk

 
Chief Warrant Officer 3

Messages: 200
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Perhaps they can have inexpensive (3) mines with mining eff. of 12, but can only operate 5. That would make them a -f race, with enough mines to be able to make a planet producing in about 3 turns.


If you cannot love, you will always hate, and in hate there is only death.
[img]http://dragcave.net/image/XIJh.gif[/img] <--- is teh dragon!

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Re: Pirates! Wed, 12 October 2005 21:03 Go to previous messageGo to next message
Warchild is currently offline Warchild

 
Civilian

Messages: 3
Registered: August 2005
Could the pirates somehow start with a certain number of really nice SS ships? Like a couple of robber-baron ships, a cruiser, super fuel exports, etc., all very well cloaked. Then just rob and trade their way through the game. They would have no population and no planet. They could never win, and couldn't produce all their cool gadgets, but it may be a little more realistic in terms of roll play. If they had a planet, it wouldn't take long before a few upset kingdoms took the planet out anyway.

However, if you were dependent on other races for your ships, that would take up a bunch of design slots, wouldn't it? That might turn into a problem, but maybe you could manage that.

I wonder what the incentive would be to hire the pirates to do your dirty work. I might worry that most of the players would not trust the pirates enough to do business with them.

Anyway, just a few additional thoughts to add to the pot.

I think the pirates is a cool idea. It would add an interesting twist, provided you could work it out.

-Warchild

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Re: Pirates! Wed, 12 October 2005 22:45 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
I like the idea of there being multiple pirate races... But give them different controllers. Make all other players set eachother to enemy (cooperation allowed in other ways) to represent the inherent distrust of the major powers towards eachother, then set 2-3 pirate races with no diplomatic restrictionas at all. The pirates could be SS, IT and IS. You could hire a pirate to weaken an enemy who thought you were their allies, funneling them ships and whatnot, if you can trust them that far... Sounds like great fun to me.

Sign me up as a pirate by preferance, or other player if not. Disco Pirate 2 Guns



-Peter, Lord of the Big Furry Things

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Re: Pirates! Thu, 13 October 2005 11:36 Go to previous messageGo to next message
DTITAN is currently offline DTITAN

 
Crewman 3rd Class

Messages: 7
Registered: October 2005
Location: Chicago, IL, USA
Hmm. Interesting ideas. On the IT/IS pirates: would they have a normal population, or just some starting ships plus trade/donations? What is to prevent them from being just like every other Stars! race? I.e., a normal territory-taking border-protecting would-be empire?

I don't like the idea of starting out the Pirates with a cruiser, but starting them off with Robber Baron tech would be great. Seems like it would make them too strong, though. Possibly a better idea would be to force everyone to take ARM. Then the POS Pick Pocket might actually be worth something! Might have to ban SS if we did that, though.

The 12/3/5 mines is probably a good idea as well. I like the idea of totally nomadic pirates - never making anything they can't take with them - but it's pretty hard to accomplish in Stars. I'll look into how that would work out. Maybe 9/2/5, which takes about the same RP. I mean, pirates do dig up buried treasure, right?

Also, I think SD races will be fine with just a ban on detonating standard mine fields. In fact, a SD race would probably be the best friend the Pirates could have! There has been the suggestion that other races are more dangerous to SS than IS in the early game and that's true. But the Pirates really thrive once (if) they get to the Robber Baron, and by that point IS could easily have the Tachyon Detector, which means everyone could have a TD, which kinda ruins everything.

Thanks again for your feedback and interest.


[Updated on: Thu, 13 October 2005 12:03]

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Re: Pirates! Fri, 14 October 2005 01:47 Go to previous messageGo to next message
gible

 
Commander

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

An idea to add a win/lose twist for the pirate races...instead of a HW...have each pirate race choose a single treasure planet, and the pirate winner is the one who manages to "bury" the greatest pile of treasure(mins)

I would require them to notify a non-playing host of their treasure planet and allow them to move their treasure planet by notifying the np-host.

If the pirates are allowed to make a "normal" use of planets for ship production, then they would probably have to have low mine settings...

otoh...having a centrally located 1WW observer race(pirate coordinator) that sells SS ship to the pirates could be a plan...or they could buy from the empire races too for ship designs with other race-specific parts.

Furthur thoughts edit:
Another benefit of a 1WW pirate coordinator race... after having 5-7 empire races you could fill ALL of the remaining player slots with pirate races and have each pirate race keep a single scout ship at the PC planet so they never get removed from play by the stars engine, thus should any pirate player get defeated by losing his ships - "Alas Captain Starbeard has met his demise!" another player could be given starting ships and arise as a new pirate - "Midshipman George has munitied and arisen as Captain Rockstealer!" Thus ensuring an endless supply of pirates to menace the empires.


[Updated on: Fri, 14 October 2005 03:04]

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Re: Pirates! Fri, 14 October 2005 12:39 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
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I had thought that minimum mine settings was required for the pirates as well... Thus making it impossible to compete in a normal way with another empire. I was thinking the pirates would start out in the normal way (no extra work for a host or 3rd party), but their unique race settings would require them to act very differently. My idea with the IT was grab a whole lot of space to grow pop, but evacuate planets as other races near and take only the planets they give you. Then sell transit on the gate network for minerals or ships... (Dibs on IT pirates Cool )

I do like the idea of 'burying' treasure. Then you could have a pirate winner and a normal winner.

The IS pirates could grow pop in transit, but what could they offer that would prevent the larger empires from just killing them off? The SS can hide itself better, and the IT can be usefull, but the IS would (I think) just get itself killed.



-Peter, Lord of the Big Furry Things

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Re: Pirates! Fri, 14 October 2005 12:48 Go to previous messageGo to next message
dethdukk is currently offline dethdukk

 
Chief Warrant Officer 3

Messages: 200
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Alas, for I was the first to ask to play them, at the same time as I suggested them (see post 11). Also, the IS can offer the tachyon detecter, which is why they were banned in the first place.

[Updated on: Fri, 14 October 2005 12:51]




If you cannot love, you will always hate, and in hate there is only death.
[img]http://dragcave.net/image/XIJh.gif[/img] <--- is teh dragon!

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Re: Pirates! Fri, 14 October 2005 13:04 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
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An IS in cooperation with an SS Pirate would offer the following:
- Tachyon Detectors so that the Pirates have the ability to see even overcloaked fleets.
- Flying Orgies enabling the Pirates to establish bases on red planets and keep them populated from the orgies. I see this as important because the Pirates have to have places to refuel and produce ships, but they also have to be able to put them in out of the way planets that no one else wants.
- IS and SS have by far the coolest toys of any of the PRTs, put them together and you get some very kick ass Pirate fleets.

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Re: Pirates! Fri, 14 October 2005 14:07 Go to previous messageGo to next message
DTITAN is currently offline DTITAN

 
Crewman 3rd Class

Messages: 7
Registered: October 2005
Location: Chicago, IL, USA
icebird wrote on Fri, 14 October 2005 12:39

I had thought that minimum mine settings was required for the pirates as well... Thus making it impossible to compete in a normal way with another empire. I was thinking the pirates would start out in the normal way (no extra work for a host or 3rd party), but their unique race settings would require them to act very differently. My idea with the IT was grab a whole lot of space to grow pop, but evacuate planets as other races near and take only the planets they give you. Then sell transit on the gate network for minerals or ships... (Dibs on IT pirates Cool )

I do like the idea of 'burying' treasure. Then you could have a pirate winner and a normal winner.

The IS pirates could grow pop in transit, but what could they offer that would prevent the larger empires from just killing them off? The SS can hide itself better, and the IT can be usefull, but the IS would (I think) just get itself killed.


All very good points. I hadn't thought of how good IT would be at evacuating since they can gate cargo. The first couple sentences "impossible to compete...require them to act very differently" is exactly my original idea.

A lot of the other suggestions make the pirates more interesting to play but not more interesting for the other players. That's a problem, as there seems to be no shortage of players who would like to be pirates, but there needs to be many more regular players. Try to keep that in mind.


[Updated on: Fri, 14 October 2005 14:08]

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Re: Pirates! Sat, 15 October 2005 00:47 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
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Location: In LaLa land...
So if we give the pirates cool SS toys then make them IS race, they could do what vonKreedon is suggesting, but I was imagining the pirates having the same start as everyone else.

dethdukk... I'll duel you for them! 2 Guns (or just play a regular race when)

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Re: Pirates! Sat, 15 October 2005 03:12 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
icebird wrote on Fri, 14 October 2005 18:39

The IS pirates could grow pop in transit, but what could they offer that would prevent the larger empires from just killing them off? The SS can hide itself better, and the IT can be usefull, but the IS would (I think) just get itself killed.

Play the game with jRC3 and give every race a robber baron ship, that way the IS can sell slaves!!! Twisted Evil

mch

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Re: Pirates! Sun, 23 October 2005 23:35 Go to previous messageGo to previous message
gible

 
Commander

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

I have to admit that this game idea has rather captured my imagination a bit. So much so that I've written it up on my website here. Assuming I was to run such a game when my current game(Critical Mass) is over, some questions I have...

1)What ships do people think the Pirate players should get? Should I just give them starting minerals and they can buy ships?
2)Should the Empire players get a head start before the Pirate players are err unleashed?
3)Which Empire PRT's should be allowed/banned/limited?(SS ban is concrete, others not so much)
4)Something else?

Start with 3 scouts, 2-3 warships(Beta?/Yak? DDs?), 1-2 frieghters(Pvt+2x fuel tank+transport cloak)?.

SS I want to ban because of the pregen start
IT because moving mins via gate is anti-thematic
JoaT because of excessive pen-scanners(what JoaT doesn't put a scout on every world?)
CA well just coz.


[Updated on: Sun, 23 October 2005 23:35]

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