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Game Concept: Solar Systems (Would Be Long Game) Sat, 12 July 2008 11:59 Go to next message
Combat is currently offline Combat

 
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I am invisioning a game with slow tech and a large to huge map with clusters of planets(between 1 and 10) per cluster with large distances between them (to simulate solar systems with the huge span between stars in a galaxy and the various random habs cause by their position in orbit) with 30-50 planets per player. Either having a fairly even map so everone has a fair chance or a uneven map to encourage certain diplomatic behavior (like the two or three players that got screwed and banded together out of need or the small race that allied with its bigger neighbor because of that other big neighbor or even that poor enslaved race that secretly talks to his opressor's enemy in hopes of some day breaking the chains that bear him down) and yes I know it would be a very long game even with AccBBS but I think it would be a cool game and perhaps it would not be a game to necessarily ment to be won, just played. Perhaps I feel its just as much fun to play as it is to win. And please try to refrain from making me feel stupid i do that well enough on my own.


He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Sat, 12 July 2008 12:10 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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This definitely is not a bad concept. To set it up would take a little work but, it could be done without too much difficulty. Using a remapped large or huge sparse universe would be the best with 9 players for large and 12 - 14 for huge. Creating grouplings of planets is easy enough, and, for the initial setup, homeworlds would ahve to bew moved into the Solar Systems so that each player was in their own solar system.

I'd be inclined to play it even.

The game should probably ban CA races.

Ptolemy




[Updated on: Sat, 12 July 2008 12:11]





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Re: Game Concept: Solar Systems (Would Be Long Game) Sat, 12 July 2008 13:06 Go to previous messageGo to next message
beanspoon is currently offline beanspoon

 
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Count me in Very Happy


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Re: Game Concept: Solar Systems (Would Be Long Game) Sat, 12 July 2008 15:12 Go to previous messageGo to next message
Effluviant Walrus is currently offline Effluviant Walrus

 
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You might want to nerf IT a bit - even with slow tech, they will eventually get any/800 and any/any gates, giving them a huge advantage.

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Re: Game Concept: Solar Systems (Would Be Long Game) Sat, 12 July 2008 16:21 Go to previous messageGo to next message
donjon is currently offline donjon

 
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I think "nerfing" for IT would not be enough... if they can attain the "any distance" gate at all they must be banned...

unless... the "any distance" gates are banned which would lead to administration problems possibly.

regards,
dj

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Re: Game Concept: Solar Systems (Would Be Long Game) Sat, 12 July 2008 16:27 Go to previous messageGo to next message
Effluviant Walrus is currently offline Effluviant Walrus

 
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Maybe IT can be banned and players can pay a merchant race controlled by the host to build gates for them to use?

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Re: Game Concept: Solar Systems (Would Be Long Game) Sat, 12 July 2008 17:01 Go to previous messageGo to next message
Combat is currently offline Combat

 
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First I would like to say I know most if not all of you wont agree with me but I would like a game with no limitations because I feel that the space between systems may soften the strenghts of the more popular races. The idea is large tracts of empty space. While I agree IT's ability to concentrate forces quickly is very useful on this kind of map, but to attack a enemy system, IT would still have to travel the long way. Any player with fairly good intel should still be able to react to a major attack. Also IT's defence would be formidible due to the ability to concentrate forces quickly though this could somewhat nullfied by hitting multiple fronts, feinting, or clever diplomacy...aka gang up on him. Also I would like to say that I would like to say how pleased I am that fellows of the likes ptolemy like my idea and even may get involved. Cool

[Updated on: Sat, 12 July 2008 17:19]




He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Sat, 12 July 2008 17:34 Go to previous messageGo to next message
Combat is currently offline Combat

 
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Ptolemy wrote on Sat, 12 July 2008 12:10

The game should probably ban CA races.

Ptolemy




Ptolemy I am happy for your input but I kinda hoping for a no limits game and was going to try to make some kind of argument on behalf of keeping CA in the game but I simply know nothing of playing them outside of what Ive read and thats not much. So I can only say that hopefully diplomacy could be enough to check a monster CA and if there are many CA's that there might be multiple alliances with a CA in them...and if everyone but me is a CA well have a long game without much variety after im dead. Razz


[Updated on: Sat, 12 July 2008 17:35]




He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Sun, 13 July 2008 03:37 Go to previous messageGo to next message
beanspoon is currently offline beanspoon

 
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I agree with combat - I don't really think that any races would have a specific advantage over the rest in a game like this. As long as the gaps between systems are large enough, anyone under attack will have ample warning of an incoming fleet (unless it was cloaked). That's a point - Super Stealth players would have good scope to use their abilities effectively in this game methinks.

Also, speaking of stargates, I think that their use in this game would be quite interesting. With large gaps between systems and dense custering within systems, I expect that each system would probably be linked (if possible) to others by a web of stargates probably with one gate per system. This would lead to interesting tactics, because to stop the flow of reinforcements, the attacker must destroy the station with the stargate installed (so they must first find out which this is) only then can they effectively cut that star system from the network and work on taking it over.



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Re: Game Concept: Solar Systems (Would Be Long Game) Sun, 13 July 2008 04:44 Go to previous messageGo to next message
Adacore is currently offline Adacore

 
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EDIT: Oops! Wrong thread Embarassed


To add something useful, I'd agree that CA and IT would both be overpowered in a game like this. CA would just have their normal power boost, while IT would find their strategic mobility significantly more powerful (if the solar systems are to be several turns apart, as I envisage).


[Updated on: Sun, 13 July 2008 04:48]

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Re: Game Concept: Solar Systems (Would Be Long Game) Sun, 13 July 2008 06:51 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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I'd agree that CA would want to be nerfed a lot of points (300?) or just banned outright.

I'd agree that the IT inf range gates would be best banned outright. They'd still have the best gates, and they still have their superior overgating capacity AND they still have the ability to gate pop and minerals. They'll be very strong even without the unlimited range gates.

Maybe also the common 'ban JOAT from taking NAS'.

Besides that... Have a ball. Not all PRTs will be equal but the most severe imbalances in this environment will have been ripped away. AR and IT stand out in my mind, as well as 3i HE being even stronger than usual (if no one will have range to gate from cluster to cluster, HE won't miss it's gates.))


[Updated on: Sun, 13 July 2008 06:54]

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Re: Game Concept: Solar Systems (Would Be Long Game) Mon, 14 July 2008 12:00 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Even without inf range gates, IT with no ship losses from overgating and repair on arrivial can basicly do very long range gates and have the ships ready in a very quick time. I used 300/500 gates in one of Xdudes remapped huge games to quickly take over a very distant cluster (that was the goal of the game). In any sparse/huge game ITs have a very big advantage, as well as their normal economic and warfighting advantages.


- LEit

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 03:26 Go to previous messageGo to next message
Alter Ego

 
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Hi!

Quote:


Ptolemy I am happy for your input but I kinda hoping for a no limits game and was going to try to make some kind of argument on behalf of keeping CA in the game but I simply know nothing of playing them outside of what Ive read and thats not much. So I can only say that hopefully diplomacy could be enough to check a monster CA and if there are many CA's that there might be multiple alliances with a CA in them...and if everyone but me is a CA well have a long game without much variety after im dead. Razz


I agree with Ptolemy: the idea is really good. But I would advise you to listen to the various cautioning comments concerning CA, IT (and even JoaT). Given the settings of the universe, a CA will have time to use his innate advantages to the maximum before having to face an attack. The same goes for JoaTs.
And apart from the advantages already mentioned, an IT can make much better use of a lucky Wormhole than other races: Once he has established a small foothold in a far part of the universe, he doesn't have to rely on the WH holding long enough for him to entrench himself. You might want to consider unchecking the "Random Events"-box in the setup for this reason. MTs would then not enter the universe either, which would remove another element of chance likely to severely imbalance the game taken the distances into consideration.
Concerning races, you've put your finger right on the sore point in the quote above - stronger players will tend to go for CA, IT or JoaT because of the advantages mentioned. If you ban them, you'll see a lot more variety in races. On the other hand, it might be quite interesting to see players (or alliances) with these PRTs slugging it out.

Laughing

Anyway: I'm interested...

Regards,

Alter Ego



War does not determine who is right. Just who is left.
Bertrand Russell

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 08:25 Go to previous messageGo to next message
Combat is currently offline Combat

 
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Combat wrote on Sat, 12 July 2008 11:59

Either having a fairly even map so everone has a fair chance or a uneven map to encourage certain diplomatic behavior (like the two or three players that got screwed and banded together out of need or the small race that allied with its bigger neighbor because of that other big neighbor or even that poor enslaved race that secretly talks to his opressor's enemy in hopes of some day breaking the chains that bear him down).


As you can see I have no problem with unbalanced games, the world is not fair so why should a stratgey game be. In my opinion chance is a big part of stratgey and warfare. Chance played a part in germany's defeat on the eastern front durring WW2 with a harsh russian winter. In normandy a storm diabled 2 huge dock like structures (I forgot what they were called) and threatend to choke off supplies to the allied advance. Luckly someone was smart enough to use the 2 damaged docks to make one working dock. So I stand by my desire for no limitations and I most definitely want random events on.


[Updated on: Tue, 15 July 2008 08:28]




He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 09:32 Go to previous messageGo to next message
Effluviant Walrus is currently offline Effluviant Walrus

 
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Those are random events; CA and IT are assured advantages, not just chance. A good CA or IT in this game will wipe the floor with any other race. If you want to set up a "scenario" do that before the game starts. Then everyone knows who is playing the "monster" and can act appropriately.

But otherwise, why would a player purposefully play a sub-optimal race as limited (or not) by the rules? Sure, a group of weaker races could beat a CA or IT, but why should a player take that chance? Everyone will play CA or IT if only because they are afraid of everyone else playing CA or IT.

Also, an unbalanced setup without player knowledge beforehand increases the chance of things falling apart. Players will accuse the winner of "only winning because their CA/IT" or just drop out when it becomes clear they can't compete.

Combat wrote on Tue, 15 July 2008 08:25

the world is not fair so why should a strategy game be.


Because its not the world, its a strategy game. Its supposed to be based almost solely on player strategy, not who is willing to take an overpowered PRT.

P.S. The Russian winter owning the Germans in WWII was not chance. The Russian winter is always cold. Ask Napoleon.


[Updated on: Tue, 15 July 2008 09:38]

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 10:09 Go to previous messageGo to next message
Alter Ego

 
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Effluviant Walrus wrote on Tue, 15 July 2008 15:32


SNIP

Also, an unbalanced setup without player knowledge beforehand increases the chance of things falling apart. Players will accuse the winner of "only winning because their CA/IT" or just drop out when it becomes clear they can't compete.

SNIP



If you don't end up with a game consisting just of ITs and CAs(maybe with a few JoaTs thrown in), there is a very strong chance that the other races will start dropping out.

Nobody is trying to make you feel stupid - we all tend to be more or less so when it comes to Stars. One of the good things about this game is that you never stop learning. But with a couple of dozen games to look back on, certain trends do become visible. One of them is that CAs are at a very strong advantage in any game. This advantage grows with settings that give them a chance to develop in peace, the longer they remain unmolested, the harder they are to stop afterwards. ITs come in at second place for the PRT with an innate advantage - maybe sharing it with JoaTs - although they have to pay more for it in the Race Wizard. Your idea is really good, but it also serves to enlarge the advantages these races already have.

I can understand your not wanting to restrict or ban races, it is rather a pity that one hardly gets a chance to play CA or IT anymore. Maybe a solution would be that players have to indicate if they are playing one of these PRTs when they are stating their interest in the game. That way, the other players who are still thinking about joining and about the PRT they want to use, can base their decision on the opposition they're going to meet.

That said, I'm still interested.

And no, I would not like to go against CA, IT or JoaT without playing one of these PRTs myself. My suicidal tendencies are slightly underdeveloped.

Cool

Regards,

Alter Ego



War does not determine who is right. Just who is left.
Bertrand Russell

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 10:23 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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Quote:

Everyone will play CA or IT if only because they are afraid of everyone else playing CA or IT.


This is one option for this game. Certainly, as Walrus notes, with these game settings and without restricting/banning CA and IT you will end up with a game full of CAs and ITs and that's not necessarily a bad thing. As AE notes one hardly ever gets to play CA anymore because they are always banned or crippled, so go ahead and allow them and don't cripple them, but also know that you will end up with a game full of CAs and ITs.

Though the bold and curious might take the opportunity to play AR given the time and space they are likely to have.

Are WHs Random Events? If so I would really suggest turning off Random Events, it will fit better with the theme of the game and help to mitigate the huge IT advantage in such a galaxy.

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 10:27 Go to previous messageGo to next message
Alter Ego

 
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vonKreedon wrote on Tue, 15 July 2008 16:23

SNIP

Are WHs Random Events? If so I would really suggest turning off Random Events, it will fit better with the theme of the game and help to mitigate the huge IT advantage in such a galaxy.


Well, let me put it this way: LSD is in the year 2470 now and I haven't seen a WH yet. Might have something to do with the fact that there are no Random Events.
Rolling Eyes

Regards,

Alter Ego



War does not determine who is right. Just who is left.
Bertrand Russell

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 12:34 Go to previous messageGo to next message
Effluviant Walrus is currently offline Effluviant Walrus

 
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Hmm, maybe everyone could be required to be IT, giving them gates, but any engine that travels faster than warp 7 or so with 100% fuel efficiency or better would be banned. It would simulate how slow even the most optimistic near-future RL spaceship propulsion systems are, but how once a colony fleet arrives, they can expand the gate network to integrate the new system into the empire.


"Thus spake the master programmer:
`When the program is being tested, it is too late to make design changes.'"

"In the beginning, there was nothing. And God said, 'Let there be Light.' And there was still nothing, but you could see a bit better."

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 12:43 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Well, given the poster was talking about wanting to see variety... Forcing everyone to one PRT sounds counter productive. It would be more in keeping to penalise some of the PRTs that are considered to be overpowered in this type of scenario.

But your idea is interesting in it's own right.


[Updated on: Tue, 15 July 2008 12:44]

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 13:19 Go to previous messageGo to next message
Effluviant Walrus is currently offline Effluviant Walrus

 
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If Combat really wants to keep race creation unrestricted, maybe other sorts restraints can be put in? Like CA races must have everyone set to enemy at all times (like the Xenon in the X series of games).

IT could start out without homeworlds; instead, they would have a small fleet of ships with some population positioned inbetween star systems, giving them a late start; they'd have to find a habitable home.

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 15:09 Go to previous messageGo to next message
Combat is currently offline Combat

 
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Quote:

P.S. The Russian winter owning the Germans in WWII was not chance. The Russian winter is always cold. Ask Napoleon.


Well in truth the first mistake was actually expecting russia to fall before winter and secondly when it became odvious that would not happen someone droped the ball and did not issue proper winter gear but now im just correcting myself.

{Mod edit: fixed quote}


[Updated on: Mon, 28 July 2008 09:33] by Moderator





He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 15:27 Go to previous messageGo to next message
Combat is currently offline Combat

 
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Yea this was how I thought this was going to turn out. Razz Well let me propose this how about a uneven model for the galaxy, say our own Milky Way. Any one who plays IT or CA will have to start in a unfavorable part of the galaxy?


He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 16:08 Go to previous messageGo to next message
joseph is currently offline joseph

 
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It all depends on how far apart your "Solar systems" are.
Really really far mean that IT will have a BIG advantage.
Alex the Great ran a game that was similar to this (and really really good) called Diadochi
There were "cities" scattered about the map of 30-50 worlds with about 300-400ly between cities (so the 300/500 gate was effective).

If I remember correctly IT and PP were banned - not because of any particular strength issue but because of difficulties caused by their second worlds.
The game was won by a Joat that had been closely allied with an CA (a Joat/CA/SD/AR group was running away with the game - when they split the CA gave up because the Joat won a couple of major battles).
The Joat would have done well anyway but it was the resources boost from its CA ally that really put him ahead.

If you did allow IT you would have to make sure their second world was in the same solar system otherwise they would really have a huge advantage.

SD - long distances to fill with mines make it difficult to attack them.
IS - peace to fill up worlds, pop grows on the long journies, and speed trap mines. With FT first long range fast colonies.
JOAT - big worlds, fast initial tech.
SS - your sneakyness means you would be one of the few races that could surpise other solar systems.
HE - you can rush off to other solar systems at speed - going w6 at worst. Other peoples gates might not be as good.
AR - long journies will be a nightmare, but you do get to see other people coming.
PP - not much good here, if anyone ends up colonising a world in your solar system they will be packeted to death. (second world in different solar system would be great!).

IT will kick arse though - with prop5 privateers they will be able to go W9 for a fairly decent number of turns - then when they get to a new solar system 4pvts worth can put up a gate in 2 turns (then all the rest of the pop can just pour through).

I would suggest that both CA and IT cant have any allies and the win is any team of up to 3 players. That should even it up a bit!



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 15 July 2008 21:17 Go to previous messageGo to previous message
Combat is currently offline Combat

 
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Well acually I have a question. I plan to participate in this game once it gets off the ground would it make sense to try and find a 3rd party to build the star map and host so as to be fair??

Perhaps when the star map is built it could be figured if putting CA's and IT's in sparse areas of the map would be enough to even the game out, or allowing CA and IT to use all thier points but must have low growth rate something like 8% or 9% or less what do you think??

Also 30-50 planets per person was just kinda thrown out there I would have no problem with 10-20 per person.



He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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