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Re: The Hunt for Red October Tue, 06 May 2008 02:37 Go to previous messageGo to next message
Sulpholobus is currently offline Sulpholobus

 
Petty Officer 1st Class

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Registered: December 2004
Location: Hotwater

cyph34r wrote on Tue, 06 May 2008 00:48

As for the SS, I'll impose the suggested restrictions that they cannot fit additional cloaks on their RO and it may not join fleets.


If SS can't have additional cloaks, then the others must be restricted, to say the 72% cloaking previously suggested, unless all are allowed to be 98%. If the latter, if the RO is prevented from merging with a fleet, additional cloaks for overcloaking purposes are pointless. So if someone wants to waste slots let them.(Just checked - 3 SS cloaks for non SS gives 80% cloaking. SS with one SS cloak gets 80% too. SS get 83% with 3 slots of the SS shield or basic stealth cloak. They get 81% with the SS armour.)

If you do restrict the RO cloaking to 72(75 for SS) then merging it with a fleet is not such a big issue since the combined fleet will have either less than 75% if the rest of the fleet has no cloaking or just 75% if SS. Obviously, this changes is if you have overcloakers good enough to overcloak your RO - which along with the IS TD, if you can get to them I think you should have them.

BTW, if this game does get off the ground, I'd like to be in it. If so I'm almost certainly not going to be SS regardless of your decisions about rules if the RO does get race specific goodies.

Sulpholobus.

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Re: The Hunt for Red October Tue, 06 May 2008 03:10 Go to previous messageGo to next message
Micha

 

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cyph34r wrote on Thu, 01 May 2008 16:25

-Only technology that requires level 14 or less may be used
-The only scanner allowed is the possum scanner

So IS can put tachyons on his RO? Smile
(or am I mistaken and are they not at elec14?)

mch

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Re: The Hunt for Red October Tue, 06 May 2008 06:22 Go to previous messageGo to next message
Sulpholobus is currently offline Sulpholobus

 
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Micha wrote on Tue, 06 May 2008 17:10

cyph34r wrote on Thu, 01 May 2008 16:25

-Only technology that requires level 14 or less may be used
-The only scanner allowed is the possum scanner

So IS can put tachyons on his RO? Smile
(or am I mistaken and are they not at elec14?)

mch


Yep. El14 required so IS could have TD's.

A quick check indicates that for a 98% cloaked IS RO, i.e. 4 slots taken with SS cloaks, the best set up for detecting other 98% cloaked RO's is 15 TD's and 9 Possum scanners giving an effective 259ly scanning range overall and 51ly for scanning 98% cloaked fleets. Although you may opt for 279ly of scan overall with 50ly scan for 98% cloaked fleets with 12 slots of each.

This assumes no merging of fleets.

If 98% cloaking is not permitted, it doesn't seem worth using the TD's. Not sure I'd want my relatively uncloaked RO going hunting other RO's.

I think I can live with an IS RO with 51ly of scan against my 98% cloaked RO.

Sulpholobus.





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Re: The Hunt for Red October Tue, 06 May 2008 06:57 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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cyph34r wrote on Mon, 05 May 2008 10:48

I'm okay with IS using tachyon detectors, I think most people aren't a big fan of that race and its a bit of a leap to play the game for one component.

As for the SS, I'll impose the suggested restrictions that they cannot fit additional cloaks on their RO and it may not join fleets.

If it is too difficult to setup the custom ROs we'll go with a universal design, but that takes the fun out of it a bit. I'll do some research after work today.

IS Unpopular?
I'm surprised that you thhink IS is unpopular. IMO IS is the 2nd most economically powerful PRT (not counting CA), it has the FT which allows rapid early expansion, pop growth in ships, better planetary defence & tachyons to defeat stealth. In fact, the only significant negative is the 25% extra expense for weapons.

In the 5 games that I've played in + 2 that I've hosted a total of 67 races were involved & 14 were IS.

If tachyons are permitted in this game I fully expect more than half of the players will choose IS - I know I would.

Stealth
I think that Cyph meant that no race can overcloak their RO, not just SS.

IMO the tactics & strategy should be about protection of your RO & destruction of your enemies' ones. I think that ROs should have a universal design (except for the 75%/72% cloaking depending in SS/nonSS).

I also think that the ROs should not be too hard to find. A non-IS race would find it too difficult to detect a 98% cloaked RO & even more difficult to keep track of it. IMO the 72/75% cloaking is about right.

Having said that, if custom designs are to be allowed, the zerohack mod that Micha produced & pointed out (I knew about that but had forgotten it) means that all ROs can be built in 2400 regardless of who builds them since any number can be built for free.




[Updated on: Tue, 06 May 2008 07:07]

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Re: The Hunt for Red October Tue, 06 May 2008 07:49 Go to previous messageGo to next message
Micha

 

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cyph34r wrote on Thu, 01 May 2008 16:25

Design Limitations on the RO
-Engines will be fuel mizers
-Only technology that requires level 14 or less may be used
-The only scanner allowed is the possum scanner
-No technology that is unavailable to your race may be used
-No weapons

Just an idea: nub hull, QJ5, that's it. It would make the RO just what it is: a target to find and destroy. Let it hide at planets, allow it to be merged and overcloaked ...

This simplifies several things: not in the least that the ROs do not need to be transferred because this is the design that it will become after the first gen with the non-hacked .exe.

It also removes the unbalance the RO might bring into the game: it's cloaks, it's scanning, ... The stripped version only offers a very interesting fuel booster ... No need for the FM, the nub can go a long way with it's own fuel, even with the QJ5.
Adding items/toys will only increase it's role in the game, make it a costum "starting ship" along with your colonizer and Peeping Tom. Wink But of course that's just a choice you make as host: a KISS RO to be found and shot down, or a pimped RO to be designed at the leasure of the player (or all the same design) as an extra and "useful" starting ship ... I'm not saying one is better than the other, they are just different options ...

mch


[Updated on: Tue, 06 May 2008 07:50]

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Re: The Hunt for Red October Tue, 06 May 2008 09:38 Go to previous messageGo to next message
cyph34r is currently offline cyph34r

 
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as much as I'd like to have custom ROs I think it is adding far too much complexity, so I'm going to agree with mch and go with an empty nub with qj5s - RO can orbit planets, join fleets (but still no split-fleet dodge w/ a fleet containing the RO) - and no SS.

I'm going to update the OP, if you're interested in playing/helping with the setup say so now.

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Re: The Hunt for Red October Tue, 06 May 2008 14:05 Go to previous messageGo to next message
Micha

 

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cyph34r wrote on Tue, 06 May 2008 15:38

as much as I'd like to have custom ROs I think it is adding far too much complexity, so I'm going to agree with mch and go with an empty nub with qj5s - RO can orbit planets, join fleets (but still no split-fleet dodge w/ a fleet containing the RO) - and no SS.

Now other players will blame me for ruining their plans they had with their RO. Wink As I said neither option is "better" than the other, they will just provide different game play ... just a matter of getting the RO balanced ... and I can think of a few other issues not mentioned yet.

Anyway, regarding the split fleet, this is kind of a moot point ... When you have two fleets at the same location of which one contains the RO and you split the fleet *without* the RO Stars! has already lost track of the fleets in orbit and fleets tracking the unsplit RO fleet might next turn be chasing parts of the other fleet.

Note that Stars! even sets your fleet to chase fleets you could *not* see in orbit (cloaks) the previous turn! Fleets that were *not* split from another fleet visible fleet in the previous turn.
Found this out the hard way, ruined a perfectly planned cloaked attack on an enemy AR HW ... Sad

Quote:

I'm going to update the OP, if you're interested in playing/helping with the setup say so now.

I'm interested in playing ... either with a KISS RO or a pimped RO.

mch

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Re: The Hunt for Red October Tue, 06 May 2008 16:21 Go to previous messageGo to next message
cyph34r is currently offline cyph34r

 
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fair enough micha - i'd like to get things going so we'll go with KISS for now unless thats a turnoff for a lot of people

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Re: The Hunt for Red October Wed, 07 May 2008 02:29 Go to previous messageGo to next message
Sulpholobus is currently offline Sulpholobus

 
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cyph34r wrote on Wed, 07 May 2008 06:21

fair enough micha - i'd like to get things going so we'll go with KISS for now unless thats a turnoff for a lot of people


Not so much a turn off as a rethink. I've tested numerous RO's with different races. Lots of fun.

Will now do same with KISS RO. Will probably end up with a different favoured race this time.

So count me in.

Sulpholobus.

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Re: The Hunt for Red October Wed, 07 May 2008 05:25 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Tue, 06 May 2008 13:49

Just an idea: nub hull, QJ5, that's it. It would make the RO just what it is: a target to find and destroy. Let it hide at planets, allow it to be merged and overcloaked ...

That would be RH for "Red Herring" instead of RO for "Red October" which was after all a nuclear missile platform, able to devastate half a continent on its own. That's why it was so furiously chased after! Deal

*sigh* What was wrong with the idea of allowing all races their own "supercharged" Red October? Why not let every player decide if they want theirs be a super-minelayer, a super-scanship, a super-spyship, or even just a super-missile boat? That would at least give a reason to run risks with the things. Cool

And forbid it to be merged with anything else, of course. It's a lone wolf, after all, unloved even by its own. Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: The Hunt for Red October Wed, 07 May 2008 06:11 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Wed, 07 May 2008 11:25

*sigh* What was wrong with the idea of allowing all races their own "supercharged" Red October?

That "supercharged" part is what is wrong. You risk to make a ship that is just too powerful at the start of the game ... When *free* to design you could make it a nub with the MCM for example, so in 2403 you can kill another players HW SB and bomb the planet flat ... (to give an extreme example, I'll hold the other possible ideas back in case the host decides to go with a DIY nub Wink since I'm planning on joining)

Starting Superships are hard to balance ... I do remember a game where all players started with a miner which had OAs on it as well (game by LEit?) but IIRC all players had the same ship and it's as for offensive power it was pretty limited ...

And it's "The HUNT for RO", if you make the ship to powerful you make it a hero unit that becomes the *hunter* instead of the prey. It might become more than something to find and destroy with too much impact on the game (even without weap) ... Of course still possible, just another kind of game. Choices choices ... Smile

mch

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Re: The Hunt for Red October Wed, 07 May 2008 06:28 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Wed, 07 May 2008 12:11

When *free* to design you could make it a nub with the MCM for example, so in 2403 you can kill another players HW SB and bomb the planet flat ...

Easy to fix: no leaving "home waters" until 2030. Say, 200ly from HW? Deal

Then risk the other guy to have a "super-missile" RO + attendant chaff waiting for your prized RO to come & get it. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: The Hunt for Red October Wed, 07 May 2008 07:23 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Wed, 07 May 2008 12:28

Micha wrote on Wed, 07 May 2008 12:11

When *free* to design you could make it a nub with the MCM for example, so in 2403 you can kill another players HW SB and bomb the planet flat ...

Easy to fix: no leaving "home waters" until 2030. Say, 200ly from HW? Deal

Yey *Another* rule. Wink Razz

mch

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Re: The Hunt for Red October Wed, 07 May 2008 09:49 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Micha wrote on Wed, 07 May 2008 13:23

Yey *Another* rule. Wink Razz

One rule to replace them all,
to allow SS and SD and TDs and OCs,
One easy to enforce rule for all,
and in the darkness of space hunt for everyone. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: The Hunt for Red October Wed, 07 May 2008 10:11 Go to previous messageGo to next message
Sulpholobus is currently offline Sulpholobus

 
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Micha wrote on Wed, 07 May 2008 20:11


Starting Superships are hard to balance ... I do remember a game where all players started with a miner which had OAs on it as well (game by LEit?) but IIRC all players had the same ship and it's as for offensive power it was pretty limited ...

mch


Transformers?

There was room for some variation in design. You could have remote miners too and the 3 armour/elec/mech slot of the ultra miner could have any suitable item of choice up to tech level 20 IIRC.

Sulpholobus.



[Updated on: Wed, 07 May 2008 10:13]

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Re: The Hunt for Red October Wed, 07 May 2008 10:39 Go to previous messageGo to next message
Micha

 

Messages: 2342
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Sulpholobus wrote on Wed, 07 May 2008 16:11

Micha wrote on Wed, 07 May 2008 20:11

... and it's as for offensive power it was pretty limited ...


Tjeez, did I write that? Going to bed after 3am four days in a row is starting to show. Laughing

Quote:

Transformers?


Right! Wanted to join that one as Autobots or Decepticons. Smile But too many games ...

Quote:

There was room for some variation in design. You could have remote miners too and the 3 armour/elec/mech slot of the ultra miner could have any suitable item of choice up to tech level 20 IIRC.

Thanks. Still as remote miner it was very limited regarding items, unlike the RO nub ...
Maybe for RO we should go for a galleon?

mch

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Re: The Hunt for Red October Thu, 08 May 2008 01:00 Go to previous messageGo to next message
gible

 
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heh I remember the discussion about possible designs for the Jolly Roger in Pirates...in the end I took my inspiration from Stars! itself and essentially produced a Stalwart Defender on the Rogue hull...next to useless but it served as a kingpiece.

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Re: The Hunt for Red October Thu, 08 May 2008 06:54 Go to previous messageGo to next message
Sulpholobus is currently offline Sulpholobus

 
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Micha wrote on Thu, 08 May 2008 00:39

Micha wrote on Wed, 07 May 2008 20:11

... and it's as for offensive power it was pretty limited ...

Tjeez, did I write that? Going to bed after 3am four days in a row is starting to show. Laughing


De-terraforming isn't offensive.

I'd be pretty Mad if you did that to me Razz


Sulpholobus.

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Re: The Hunt for Red October Mon, 12 May 2008 14:18 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
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Interesting game idea and I'd like to add my 2c Very Happy

1. To make it really interesting and risky, make it so only one RO can kill another RO, or a fleet containing an RO. Afterall, that was the best part of the movie, one sub hunting another. It is possible to lose your RO and kill the enemy RO in the same battle tho.

2. Make 3 (or more) standard ROs that can be chosen. This could allow for a rock-paper-sciscours setup and will make finding out what RO the enemy has a priority. (if only a RO can kill another RO)

3. Make the designs very sub (futuristic) like for RP flavour. Torpedoes, Stealth generators, Jammers, computers etc. You can even make the "standard" ROs this way: one has more jamming, another more torpedoes etc.

In my opinion if you want to run with a cool idea like this, go all the way and make it as interesting and rule-ridden as possible Twisted Evil



"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

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Re: The Hunt for Red October Tue, 13 May 2008 00:30 Go to previous messageGo to next message
Wayne is currently offline Wayne

 
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But as I remember the movie the sub doing the hunting was a dedicated hunter killer and the red october a boomer(missile boat). So therefor make the boomers missile/torp boats and the hunters beamers/torps.

[Updated on: Tue, 13 May 2008 00:33]




Wayne

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Re: The Hunt for Red October Tue, 13 May 2008 11:23 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
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How about this: only one boomer or RO (missiles and cloaks for RP flavour) and one hunter (jammers, tachyons, scanners, beams) per player. only the hunter may kill the RO. Neither may be acompanied by a fleet (perhaps a few feul ships) and neither may orbit a planet.

Optional: The hunter can be killed by a fleet so the player has to protect his hunter with his main fleet; clearing out the enemy fleets first.

So theoretically, a player that was killed off with conventional millitary action could still win by hunting down the other players' RO. This will also make for interesting pacts and stuff. if one player sees the enemy RO or hunter in or close to someone elses hunter but cant get his hunter there, he can "sell" the info or make pacts and stuff. Like I said, if you got a cool idea, go all they way with it Wink

This game will also be heavily dependant on player co-operation and possibly regens

just some ideas Very Happy



"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

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Re: The Hunt for Red October Thu, 15 May 2008 23:53 Go to previous messageGo to next message
LEit is currently offline LEit

 
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[quote title=Micha wrote on Wed, 07 May 2008 06:11I do remember a game where all players started with a miner which had OAs on it as well (game by LEit?)[/quote]

That was run by overworked (AKA OWK).



- LEit

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Re: The Hunt for Red October Mon, 19 May 2008 03:38 Go to previous messageGo to next message
Magic is currently offline Magic

 
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Please count me in. I want to play Smile

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Re: The Hunt for Red October Mon, 02 June 2008 19:44 Go to previous messageGo to next message
bigcanuknaz is currently offline bigcanuknaz

 
Officer Cadet 1st Year

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I'm interested in playing, if there is still room.

I like the empty qj5 only design for the RO.

Any thoughts on size and density of the universe. IMHO, that has more effect on race design/choice than anything else. After all, we are still playing Stars!

naz

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Re: The Hunt for Red October Wed, 04 June 2008 18:16 Go to previous messageGo to previous message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

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Is this game happening? Not much activity in the last fortnight.

I could generate & host it myself if you want but I don't want to usurp Cyph if he's still around. It's his baby.

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