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Another Game Idea: Time Skipping Tue, 18 May 2010 22:04 Go to next message
Deuce is currently offline Deuce

 
Senior Chief Petty Officer

Messages: 94
Registered: June 2003
I'm not really sure how someone could host this sort of game without a massive headache, but the premise is that the players do not know how many turns will pass with each generation. Each turn can randomly jump years, requiring some "chessmaster" thinking. I was thinking some sort of sliding scale like:

1 turn: 40% chance
2 turns: 30% chance
3 turns: 15% chance
4 turns: 10% chance
5 turns: 4% chance
10 turns: 1% chance

Would probably run this sort of game with a longer generation time so that players would have plenty of time to consider their moves, as well as reducing the headache for the host. (who would have to be third party) Autohost is still a possibility I think, it has a multi-gen capability, right?

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Re: Another Game Idea: Time Skipping Wed, 19 May 2010 00:38 Go to previous messageGo to next message
donjon is currently offline donjon

 
Lt. Commander

Messages: 808
Registered: November 2002
Location: Benque Viejo del Carmen, ...

Deuce wrote on Tue, 18 May 2010 20:04

Autohost is still a possibility I think, it has a multi-gen capaility, right?


Yes Smile

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Re: Another Game Idea: Time Skipping Wed, 19 May 2010 07:41 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
And the purpose of such a random schedule would be what, exactly? Shocked

I can imagine a more sensible game of telling players beforehand how many turns would roll with each gen, even if the numbers were still random, but still the goal/flavor/incentive eludes me. Confused



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Another Game Idea: Time Skipping Wed, 19 May 2010 12:50 Go to previous messageGo to next message
Deuce is currently offline Deuce

 
Senior Chief Petty Officer

Messages: 94
Registered: June 2003
It introduces chaos and requires more multi-turn thinking!

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Re: Another Game Idea: Time Skipping Wed, 19 May 2010 20:34 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
Well, this certainly introduces chaos tho I'd call it luck since there's no way you could plan turns that work well for all possibilities (which I guess is what you're after).

In my case I try to plan quite carefully so it's not something that attracts me. Of course, there may be enough gamblers around to fill the game but I suspect that most players are a bit like me.

Maybe if the max. # turns/gen was 2 or 3 & weighting is heavily towards 1 turn/gen? Say 90%/10% or 80%/15%/5%.



[Updated on: Wed, 19 May 2010 20:42]

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Re: Another Game Idea: Time Skipping Thu, 20 May 2010 15:30 Go to previous message
Einherjock is currently offline Einherjock

 
Petty Officer 3rd Class

Messages: 41
Registered: February 2008
Location: Seattle, WA, USA
I would propose a twist to Deuce's concept. Have 5 turns gen normally (1 year each) then introduce the random jump. This way, players can execute plans during short stable periods, and also plan for the random Jump at predictable times.

Another option, have a guarantee of stablility for 3 or 4 turns, then increasing odds of the jump until it happens (between 1 and 5 years). That gives the Gamblers something risky to wager with.

-Einherjock

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