Home » Stars! 2.6/7 » The Bar » Pirates!
Pirates! |
Mon, 10 October 2005 22:42 |
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DTITAN | | Crewman 3rd Class | Messages: 7
Registered: October 2005 Location: Chicago, IL, USA | |
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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technology will be heavily relied upon, in most cases making this race trail behind in tech and having to make do with out of date ships.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. 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 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 |
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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
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Re: Pirates! |
Tue, 11 October 2005 12:53 |
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DTITAN | | Crewman 3rd Class | Messages: 7
Registered: October 2005 Location: Chicago, IL, USA | |
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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.
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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 19:23 |
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dethdukk | | Chief Warrant Officer 3 | Messages: 200
Registered: June 2005 | |
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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!Report message to a moderator
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Re: Pirates! |
Tue, 11 October 2005 20:48 |
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DTITAN | | Crewman 3rd Class | Messages: 7
Registered: October 2005 Location: Chicago, IL, USA | |
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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 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 21:03 |
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Warchild | | Civilian | Messages: 3
Registered: August 2005 | |
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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! |
Thu, 13 October 2005 11:36 |
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DTITAN | | Crewman 3rd Class | Messages: 7
Registered: October 2005 Location: Chicago, IL, USA | |
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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] Report message to a moderator
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Re: Pirates! |
Fri, 14 October 2005 01:47 |
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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] Report message to a moderator
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Re: Pirates! |
Fri, 14 October 2005 12:48 |
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dethdukk | | Chief Warrant Officer 3 | Messages: 200
Registered: June 2005 | |
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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!Report message to a moderator
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Re: Pirates! |
Fri, 14 October 2005 14:07 |
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DTITAN | | Crewman 3rd Class | Messages: 7
Registered: October 2005 Location: Chicago, IL, USA | |
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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 )
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.
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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] Report message to a moderator
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Re: Pirates! |
Sun, 23 October 2005 23:35 |
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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] Report message to a moderator
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