Re: Nubian battle duels |
Sat, 01 July 2006 11:10 |
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Staz wrote on Fri, 30 June 2006 18:34 | However, the game as it stands can support battles of several hundred nubs per side, and I'm not aware of a significant difference between 200 nub battles and 2000 nub battles.
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I hear the 1/512 min damage limitation starts to become relevant with higher numbers.
I'm not sure at what point you can expect to see overflow issues with shields/armour in big fleets.
[Updated on: Sat, 01 July 2006 11:11] Report message to a moderator
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Re: Nubian battle duels |
Mon, 03 July 2006 05:21 |
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Is no-one willing to step up to the challenge and take PricklyPea on?
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Re: Nubian battle duels |
Mon, 03 July 2006 10:23 |
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Hi!
Staz wrote on Mon, 03 July 2006 12:21 | Is no-one willing to step up to the challenge and take PricklyPea on?
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I re-read this thread through and...
I would join, however, well, I have a lot of things to say first...
First of all: for me it looks not very interesting because I may run testbeds using battle simulator. The only difference is that it is worth to try just for fun and to see whether your opponent thinks differently.
Secondly, I do not like a concept of dropping initial minerals. Why not make 2 equal races, max out HW mines, and leave no minerals and start? Is it a big difference for you generate 50 years for ships building after you drop minerals, or generate 100 years - more just becauase minerals mining? This way players would think by self how to spend minerals mined, and you would not need to control minerals at all More, fleet size is now very easy to control (approximately) by number of years allowed for fleets building.
Minerals concept like above gives a bit better opportunity for more interesting game setups. I do not like just a single battle concept. It would be much more interesting if it would look like a match with several rounds (battles) with a score who won more battles. All remaining ships after each battle are scrapped, and new fleet is re-built from scratch for next round.
So, my visioin of games like you propose is:
Create a game with 2 equal races with maxed out HW for both factories and mines. Leave no minerals and ships on planets (except large freighters whichyouwould use later and which players should not touch). Each round is a fleet building and a fight at a single point. Battle winner wins round. Remaining battle ships are scrapped. No ships building when battle happens. Remaining minerals are removed from the planet In the year of ships building, so what you can use for ships building is only mined minerals off from HW.
Number of years for ships building may vary. For example, you may use fixed 100 years. You may dynamically increase it for each round so battles include larger and larger fleets: start from 20 years for ships building initially. Then add 10-15 years each round.
Wins player with higher score. You may play up to 10 rounds, or
up to 5 points in score difference etc. Players cannot correct ships building turn, so once set up, game master generates 50 (or whatever is for that round) years in a row. Then battle begins.
If more than a half of your fleet is left after the battle, player gets 2 points for that round . If 3/4 - 3 points.
Game is easy to setup (no need to control minerals on planets etc.) and easy to host, as well as it is quick for players. More, instead of just one battle (for which you set up game separately), you will have several battles, where you can try paper-scissors-stone rules and various battle strategies - all in a single game. Minerals accounting for fleets building would be much more in play and you do not need to balance it at all
And, well, this game is actually infinite - once 2 players finish match, 2 other players may start another match, so it may be put on the autohost and hang there for several matches
WBR, Vlad
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