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Re: Glacier III Thu, 27 August 2009 15:53 Go to previous messageGo to next message
DenHam is currently offline DenHam

 
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Have you thought of allowing 9% Growth for ARs + no targeting SBs? 9% is only a little better than 8% but it might help offset the advantages the other races have. One of the problems that ARs have is that they depend on research plus population growth to improve resource production and basic mining. With a 8% growth rate cap plus slower tech advances, it really hits AR races hard.

Other races can use the extra race points from the reduced growth rate to improve their factory rates and mine production rates. The only improvement in resources that you can make with AR races is to change the one resource factor rate. The improvements resource factor rates are expensive and only affects resources based on the squareroot of the factor.



The Universe is usually not fair.
That would be too easy.

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Re: Glacier III Thu, 27 August 2009 17:05 Go to previous messageGo to next message
teefha is currently offline teefha

 
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But the Problem even with 9% is getting con at 12 (even with con cheap) for the next better base to take use of the better growing.

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Re: Glacier III Thu, 27 August 2009 21:43 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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I suck at playing AR's, and I can still hit Robo maxi miners at 2425 with cheap con. And that is just limiting myself to 15 planets! All the AR's have grabbed more planets than that initially, as ground pounders can't stop them.

Further, I can hit cruisers at 2438, which is Waaaay to early in this game (Xeelee got them in the late 2460's). True, you can't build with much of a weap tech, but that much armor plus obviously good shields AND being able to sling metal willy nilly for a few rounds could be awfully scary combo.

I dunno. Seems a bit unbalancing to me. I consider myself a terrible AR player, and if I can hit those set points with 15 planets, I wonder what a real AR expert could do with even more planets!

Unless someone one out there can convince me, I am gonna have to say no to the cheap con.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Glacier III Thu, 27 August 2009 23:12 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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3 or 4 slots left. Depends if Orange joins.

Thanks!
-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Glacier III Thu, 27 August 2009 23:57 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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mlaub wrote on Fri, 28 August 2009 11:43

I suck at playing AR's, and I can still hit Robo maxi miners at 2425 with cheap con. And that is just limiting myself to 15 planets! All the AR's have grabbed more planets than that initially, as ground pounders can't stop them.

Further, I can hit cruisers at 2438, which is Waaaay to early in this game (Xeelee got them in the late 2460's). True, you can't build with much of a weap tech, but that much armor plus obviously good shields AND being able to sling metal willy nilly for a few rounds could be awfully scary combo.

I dunno. Seems a bit unbalancing to me. I consider myself a terrible AR player, and if I can hit those set points with 15 planets, I wonder what a real AR expert could do with even more planets!

Unless someone one out there can convince me, I am gonna have to say no to the cheap con.


Not much point having cruisers and no minerals. Don't forget those maxi miners cost minerals and resources to build, where other races would already have megatonnes of minerals available for use up by this point (i.e. you described gambling 10mt on the first MT in the last game. Could your AR testbed have even considered that?)

EDIT: hang on what... 'sling metal willy nilly'? You realise Maxi miners are roughly equivalent to 10/6/x mine settings, and cost minerals too. In a universe where the other races probably have settings closer to 15/3/15 or better Laughing 'Mineral fountain' is pretty irrelevant (and slow to build) until the universe slips under 30 conc, which isn't until much later.

Not really sure of any way 'fix' them, it's a low-resource total that's really the issue (after they stop expanding, their resource curves are linear, because of resource by sqrt of pop growth.) I suppose getting their targets in con sooner does help that, but that doesn't really seem the right way to fix them.

Maybe give them some extra miners at the game start? Bit of hosting hassle, not sure if it'd help or not.

I'm thinking of trying AR in this game, either way. Largely because I'm iffy about letting myself join a game (I waste so much time on micro...) so maybe shooting myself in the foot by taking a suicidal PRT choice would reduce the 'damage' Laughing


[Updated on: Fri, 28 August 2009 02:45]

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Re: Glacier III Fri, 28 August 2009 00:38 Go to previous messageGo to next message
DenHam is currently offline DenHam

 
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mlaub wrote on Thu, 27 August 2009 21:43


Unless someone one out there can convince me, I am gonna have to say no to the cheap con.


I agree that cheap construction is too much ... that is why I was suggesting increased growth instead: 9% max growth + no SB targeting + Normal Construction research.
It will still make ARs difficult but should give them a little better chance.



The Universe is usually not fair.
That would be too easy.

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Re: Glacier III Fri, 28 August 2009 01:12 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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DenHam wrote on Fri, 28 August 2009 14:38

I agree that cheap construction is too much ... that is why I was suggesting increased growth instead: 9% max growth + no SB targeting + Normal Construction research.
It will still make ARs difficult but should give them a little better chance.


I suspect you'd find a 9% AR to be weaker than an 8% AR. Habs are more important than growth rate to AR, and you can't really afford bi-immunity with 9% without crippling your tech or efficiency settings. I'm not at all sure which is the best option between 6%, 7% and 8% though.

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Re: Glacier III Fri, 28 August 2009 03:05 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Dogthinkers wrote on Fri, 28 August 2009 07:12

Habs are more important than growth rate to AR, and you can't really afford bi-immunity with 9% without crippling your tech or efficiency settings. I'm not at all sure which is the best option between 6%, 7% and 8% though.

IMO there only smart hab settings for an AR in this game is 3-immune. I did some calcualtion with the bi-immune (grav and rad immune, 46 clicks-wide-centered temp) 8% PGR 10-divisor race and the 3-immune 7% PGR 16-divisor AR.

Since growth and resource output directly depends on the hab, gets the 3-immune BETTER growth than the 8% one, and despite 16-divisior MORE resources than the bi-immune, because it can setle all planets from start (better pop spreading), and those planets are all 100% (no loss due non-optimal hab). wOOt 2

Still the production of minerals is what will kill any AR. Slow tech doubles the tech costs of remotes, and normal con "price" doubles it again. A (weak) "solution" is IMO building Midget miners, but those are horribly inefficient (planetary-mines-cost-10 level, without the price in minerals). If you'd allow ARs to take con cheap, would the game IMO deteriorate in the kill-AR-ASAP game.

Well it seems I got another solution besides "ALL races must be AR Wink ": what if host would require all races must take mines cost 10? That would put all of them in the same Wheelchair regarding production of minerals. OFC the ONLY miner AR could use would also need to be the Midget one (or the con-4 one, if AR would not take ARM).

BR, Iztok


[Updated on: Fri, 28 August 2009 03:14]

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Re: Glacier III Fri, 28 August 2009 03:44 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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iztok wrote on Fri, 28 August 2009 17:05

Still the production of minerals is what will kill any AR. Slow tech doubles the tech costs of remotes, and normal con "price" doubles it again.


And then BET forces you to grab yet another level of con and elec. Laughing


Upping mine costs for all races to 10 would solve the problem... But at the cost of making the game setting even slower than they already are... Which is not a good thing IMO, I think I'd rather AR be unplayable than go that route Laughing

EDIT: and then another score against AR... If it loses the starting ARM miners and it's coloniser (AR would normally use this immediately) due to the game rules. Really, I think AR just isn't going to fit in this universe, it's a round peg for this square universe.


[Updated on: Fri, 28 August 2009 03:50]

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Re: Glacier III Fri, 28 August 2009 04:07 Go to previous messageGo to next message
goober is currently offline goober

 
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Dogthinkers wrote on Fri, 28 August 2009 17:44

iztok wrote on Fri, 28 August 2009 17:05

Still the production of minerals is what will kill any AR. Slow tech doubles the tech costs of remotes, and normal con "price" doubles it again.


And then BET forces you to grab yet another level of con and elec. Laughing


Upping mine costs for all races to 10 would solve the problem... But at the cost of making the game setting even slower than they already are... Which is not a good thing IMO, I think I'd rather AR be unplayable than go that route Laughing

EDIT: and then another score against AR... If it loses the starting ARM miners and it's coloniser (AR would normally use this immediately) due to the game rules. Really, I think AR just isn't going to fit in this universe, it's a round peg for this square universe.


Not knowledgable enough about AR to know: but does giving them the extra surface minerals so they can automatically build their first x pintas, y remote miners & z transports (together with surface minerals already present) together with the other suggestions make sufficient difference to make them viable?



Goober.

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Re: Glacier III Fri, 28 August 2009 04:52 Go to previous messageGo to next message
teefha is currently offline teefha

 
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They would only gain the minerals by scapping the fleets. Not by deleting the plans, aaIk.

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Re: Glacier III Fri, 28 August 2009 05:17 Go to previous messageGo to next message
iztok is currently offline iztok

 
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goober wrote on Fri, 28 August 2009 10:07

Not knowledgable enough about AR to know: but does giving them the extra surface minerals so they can automatically build their first x pintas, y remote miners & z transports

It's not the lack of minerals for colony drive what kills AR, esp. not in this low-growth game. It's the lack of minerals for defensive fleets, when colonizing phase of the early game is over. While at turn 50 other races will be mining 500kT of each mineral per turn just on their HWs, will the AR be limited to ~200kT through its whole empire. Sad

For other races it is unfairly easy to build ~50 Beta torp DDs and fling them around killing AR's orbitals. How can the iron-broke AR counter that, without becoming totaly bankrupt?

BR, Iztok


[Updated on: Fri, 28 August 2009 05:28]

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Re: Glacier III Fri, 28 August 2009 05:44 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
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A few ideas:
1. Ensure that the Iron MC is at least 80. An Iron crunch pretty much always occurs early for an AR so that would help.
2. AR starts with, say, 15 Remote miners (equivalent of 150 mines for ARM, else equivalent of 120 mines).
3. Reduce starting pop by, say, 10% at the start for all non-AR races.

If you wish I could set up (2) &/or (3) above. It would require the game to be run locally until 2402 & could then be set up on AH. The remote miners would be built for free. In order to reduce pop I would need to build a free freighter & dump the pop. The freighters could be deleted in 2401.

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Re: Glacier III Fri, 28 August 2009 15:01 Go to previous messageGo to next message
perrindom is currently offline perrindom

 

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As a killing-one-neighbour-and-survive-to-end AR in Glacier II, I have this input:
* penalize all other races by an additional 50 race point set to defences, and let AR get minerals for them
* giving them cheap con I think will make them easily run over at least one neighbour
* I would lower growth from 7% imm/wide/imm to 6% 3i
* allow them not to take BET

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Re: Glacier III Sun, 30 August 2009 07:13 Go to previous messageGo to next message
Mark Hewitt is currently offline Mark Hewitt

 
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perrindom wrote on Fri, 28 August 2009 13:01

As a killing-one-neighbour-and-survive-to-end AR in Glacier II

Wow, you did that with Const normal and BET?!? I'm impressed. Do tell how.

I've been testing AR along with a few other PRT's. I think AR needs Const cheap and no BET to have a chance to win. I think a rule saying no Kill-starbase orders against the AR's won't work as it will be difficult to enforce and isn't enough.

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Re: Glacier III Sun, 30 August 2009 07:39 Go to previous messageGo to next message
Orange

 
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Mark Hewitt wrote on Sun, 30 August 2009 07:13

perrindom wrote on Fri, 28 August 2009 13:01

As a killing-one-neighbour-and-survive-to-end AR in Glacier II

Wow, you did that with Const normal and BET?!? I'm impressed. Do tell how.

I've been testing AR along with a few other PRT's. I think AR needs Const cheap and no BET to have a chance to win. I think a rule saying no Kill-starbase orders against the AR's won't work as it will be difficult to enforce and isn't enough.



The no kill starbase order is very easy to enforce. you can see it on the battle views. where the orders of each stack is displayed.

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Re: Glacier III Sun, 30 August 2009 08:50 Go to previous messageGo to next message
Neth Iafin is currently offline Neth Iafin

 
Civilian

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delete me

[Updated on: Sun, 30 August 2009 10:29]

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Re: Glacier III Sun, 30 August 2009 14:14 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Mark Hewitt wrote on Sun, 30 August 2009 06:13

perrindom wrote on Fri, 28 August 2009 13:01

As a killing-one-neighbour-and-survive-to-end AR in Glacier II

Wow, you did that with Const normal and BET?!? I'm impressed. Do tell how.


This is why I have a difficult time thinking the AR needs more help, like cheap Con. Per nearly killed a second race, and admits he made a mistake in that attack.

With the changes to the rules I have already made (any shields on any AR ships, and no targeting the AR SB's) I seriously doubt the second player would have had a chance. Per could have easily pushed to Energy14 for the second race, and shown up with +70% more shields. That much extra in shields would have easily carried any battle. Further, the stacking effect of shields means that the AR won't lose many ships from that point forward.

I think my issue here is that I have played with some absolutely "stellar" AR players in the past. I know how much better they were compared to me, and why. I just don't have the proper mind set to play AR well. However, that doesn't mean I don't see the potential...I have given the AR 2 formidable options they did not have last game, and I think that is enough.

However, I would be willing to drop one, and add cheap con. How about pick 2 of these. That good enough?

1) Any shield on any AR ship
2) Cheap Con for AR's (no AR nubs)
3) No targeting AR SB's

I would assume that everyone would remove option 3...

BET is part of the game theme. It stays.

-Matt







Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Glacier III Sun, 30 August 2009 15:08 Go to previous messageGo to next message
perrindom is currently offline perrindom

 

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Mark Hewitt wrote on Sun, 30 August 2009 13:13

perrindom wrote on Fri, 28 August 2009 13:01

As a killing-one-neighbour-and-survive-to-end AR in Glacier II

Wow, you did that with Const normal and BET?!? I'm impressed. Do tell how.

Diplomacy! Agressively winning early skirmishes helped by NAS, and later being lucky to be in a position where others didn't find it worth in the grand scheme to take over my space until late in the game.

mlaub wrote on Sun, 30 August 2009 20:14

Per nearly killed a second race, and admits he made a mistake in that attack.

Hardly. Ten years of cloaked preparation crumbled by mistake, and I THINK I could have taken that HW by building gate on nearby occupied (red to enemy, green to me) planet and then take the HW before my enemy could react.

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Re: Glacier III Sun, 30 August 2009 16:02 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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perrindom wrote on Sun, 30 August 2009 14:08

Mark Hewitt wrote on Sun, 30 August 2009 13:13

perrindom wrote on Fri, 28 August 2009 13:01

As a killing-one-neighbour-and-survive-to-end AR in Glacier II

Wow, you did that with Const normal and BET?!? I'm impressed. Do tell how.

Diplomacy! Agressively winning early skirmishes helped by NAS, and later being lucky to be in a position where others didn't find it worth in the grand scheme to take over my space until late in the game.


Yea, but this can be said for all races. Picking your fights etc, is usually the surest way to win, or lose.

There were several non AR races that died early too. They didn't pick there fights very well, got unlucky, or decided to forgo diplomacy.

Also, you have the rock/paper/scissor effect. A WM destroyed one AR, then got creamed by a SS later for lack of minefields and ungateable ships. Another WM, pushing the early weap advantage and got nuked by a packet slinging IT.

Adversity is part of the game. Per found a way to survive early. I am sure others will too.

Realize tho, it may never be easy to play an AR. Some players fear them, and just want them dead. Wink

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Glacier III Mon, 31 August 2009 11:20 Go to previous messageGo to next message
Orange

 
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mlaub wrote on Sun, 30 August 2009 14:14



However, I would be willing to drop one, and add cheap con. How about pick 2 of these. That good enough?

1) Any shield on any AR ship
2) Cheap Con for AR's (no AR nubs)
3) No targeting AR SB's

I would assume that everyone would remove option 3...

BET is part of the game theme. It stays.

-Matt




So are we ready to go with #1 and #2? Do we have enough people to go?

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Re: Glacier III Mon, 31 August 2009 11:58 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Orange wrote on Mon, 31 August 2009 10:20



So are we ready to go with #1 and #2? Do we have enough people to go?


Yep!

I would like 3 more people, but may not get anymore. I'll send out an email as soon as I get everyone's email addy.

SO, if you were on the fence, time to get off it and join! The game will start soon.

-Matt




Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Glacier III Mon, 31 August 2009 12:16 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Oh, and if we just have 13 players, I will probably switch to a medium sparse setup. A medium sparse gives 16 planets per person, while the original averages 18 planets with 13 people. Not a huge difference, but I am trying to match the original number posted of 15.

-Note, Any universe chosen will still be stretched to a large.

Thanks!
-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Glacier III Mon, 31 August 2009 17:48 Go to previous messageGo to next message
Orange

 
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For clarity, please expressly note in the "rules" that the "Repair after gating loophole" on the list is NOT allowed (unless you allow it).

This is a key feature that the players may be tempted to use in these expanded universes. Thank you.

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Re: Glacier III Mon, 31 August 2009 18:13 Go to previous messageGo to previous message
mlaub is currently offline mlaub

 
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Orange wrote on Mon, 31 August 2009 16:48

For clarity, please expressly note in the "rules" that the "Repair after gating loophole" on the list is NOT allowed (unless you allow it).

This is a key feature that the players may be tempted to use in these expanded universes. Thank you.


Well. I actually listed it last game as allowed, I'll add it again.

Thanks!
-Matt


[Updated on: Mon, 31 August 2009 18:20]




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