New Game Idea |
Wed, 18 May 2011 19:52 |
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OK, I’ve been mulling this over for a while. Here is the premise:
All players will start out with only a fleet of escorts, scouts and freighters filled with the population they are given at the start of the game. This fleet will be moved to the edge of the galaxy. Their goal is to find a planet and grow form there, any planet they can. Obviously a “HW” is preferable, but this is assuming they can find one. [if you haven’t guessed you will have no planets to begin with]
Within the galaxy will be a network of planets with gates that any player can use, the gates will be owed by the “host” race. The “host” race will have everyone set to friend, but also traveling these gates are “pirates” that will also be controlled by the host and will be targeting everyone.
There will also be restrictions on the kind of “ships” the pirates can use. I will create a timeline based sliding scale for restrictions on the size of the “pirate” fleets and the type of tech they can employ.
Rough sketch of timeline:
2410 – 2440: Pirates will use DD
2440 – 2460: Pirates will use CC
Etc….
Although I think the pirates will be maxed to only employ battle cruisers / gallons? And in the end it will get to the point that the pirates will eventually be marginalized.
Other restrictions: the pirate race will not communicate with other players in any manner. Also, the pirate can’t win in the game… even if the pirate succeed in killing everyone off.
Race restrictions: No IT or CA.. other sugestions? No IT because they would be able to see the “gate” network. You are allowed to destroy a gate world but this will lift the pirates “Restrictions” on ships and weapons in order to retaliate for designated period of say… 10 years.
Obviously someone needs to play the role of pirate, and the host has the right to “alter” the restrictions for game balance if required. The hosts decision on these matters is law, so no whinning.. ok maybe a little but it useless.
Also, this will be a slow tech game with no random events and a dense/large universe.
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Update on Pirate Rules of engagement:
Gates collapses – If a player takes out a gate world the pirate response will be stepped up significantly to all players in a conflict zone with a radius of 200ly of the collapsed gate and will last 10 years, and the player responsible will be specificly targeted.
Pirate Tech – When a player has a battle with a pirate, the pirates can immediately build ships using any of the components used by the player. The pirates will start the game with level 7 across all tech levels.
Ship hull restriction - Pirates will be limited to construction level 11, unless a gate collapse occurs then the hull restrictions are lifted.
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Game Parameters:
Density - Normal
Universe Size - Huge
No Public player scores
Slower Tech Advances
No Randum Events
Winner with highest score after 100 years of play.
IS, IT and CA banned.
[Updated on: Sat, 21 May 2011 11:26] Report message to a moderator
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Re: New Game Idea |
Thu, 19 May 2011 00:42 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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Reminds me of an idea I had a while ago, "Homeworld Quest", which involves the various races having to get back to their homeworlds.
[Updated on: Thu, 19 May 2011 00:44] Report message to a moderator
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Re: New Game Idea |
Thu, 19 May 2011 03:40 |
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If you want to keep the gates out of battles you might consider have a gate race and a pirate race(s?)
That way the gate race can be everyone's friend and build & transfer ships to the pirate race.
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Re: New Game Idea |
Thu, 19 May 2011 10:07 |
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I was thinking about that yesterday. Probably an IT and a warmonger, or SS.
Should I post this under new games annoucement? Would people be interested in playing?
Regards,
NG
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Re: New Game Idea |
Thu, 19 May 2011 17:13 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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And another thing:
8) What about IS races, will they get cargo room to do their orgy thing while looking for a home?
[Updated on: Thu, 19 May 2011 17:13] Report message to a moderator
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Re: New Game Idea |
Thu, 19 May 2011 19:07 |
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vonKreedon wrote on Thu, 19 May 2011 13:25 | A few questions:
1) Will the Pirates have worlds or only ships?
2) In addition to destroying gates, can the players storm host race worlds?
3) I'm assuming the Pirates and the host gate race are different races, correct?
4) Will the Pirates have any advanced capabilities, such as MT items or tech advancements so that their DDs in year 2430 won't just be meat for the player's CCs?
5) In the fleets that the players start with you don't mention colonizers. I assume you mean for there to be colonizers, correct? How many?
6) There is NOO00oo... question number 6!
7) Speaking of the initial fleet contents, in addition to the pop, what about the minerals one starts out with?
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1) I am open to suggestions on this but technical reasons the Pirates should have their own worlds. But as the idea that they are brigands and are incapable of true coordination (as history suggests of pirates and anarchists) there response should never be that of conquest unless one of their worlds is taken or one of the "gate keepers". Also the Pirates and the Gate Keepers will be separate races, but can be played by one player. The separation is important so the other players can have the Gate worlds set to friend and the Pirates set to enemy.
2) Yes you can storm and take a gate world, but the response by the pirates will be increased accordingly. Say 10 year rise in pirate activity on a gate destruction and a 20 year rise for the loss of a planet. Something like that. [As we discuss this I will edit the original post with firmed up rules]
3) See answer #1.. they are separate
4) I don't no how to do this if there are no random events. It would be cool if they could manage to get them all. I want this to a be slow tech advance game so don't want the chance of a player getting MT tech. [I can be persuaded otherwise on this point]
5 and 7) A player will start with whatever they are given at the beginning of the game... with the addition of freighters, with colonizers, to hold there pop and minerals. This will be tricky to accomplish and preventing any player from getting tech before setup can begin. [ Is this a case where I need to actually hack player and host files? I might need to experiment on this issue ]
6) No se nada
No IS, sorry.
[Updated on: Thu, 19 May 2011 19:08] Report message to a moderator
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Re: New Game Idea |
Thu, 19 May 2011 21:00 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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Quote: | 4) I don't no how to do this if there are no random events. It would be cool if they could manage to get them all. I want this to a be slow tech advance game so don't want the chance of a player getting MT tech. [I can be persuaded otherwise on this point]
5 and 7) A player will start with whatever they are given at the beginning of the game... with the addition of freighters, with colonizers, to hold there pop and minerals. This will be tricky to accomplish and preventing any player from getting tech before setup can begin. [ Is this a case where I need to actually hack player and host files? I might need to experiment on this issue ]
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Ask XyliGUN if he will help you.
BlueTurbit Country/RockReport message to a moderator
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Re: New Game Idea |
Sun, 22 May 2011 15:34 |
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Fortythree wrote on Sun, 22 May 2011 23:15 | I'd like to have a go at this.
To offset JOAT's initial fleet advantage why not say that everyone starts with the same fleet of ships, say 5 scouts, 2 colonisers, 10 small freighters.
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I respectfully don't agree. You are taking away one of the main features of a JOAT. Fast scouting to get their hold on good planets.
Would that mean that you will offset
> SS's later advantage by giving out IS Tachyon detectors
> WM's advantage by giving out SD Energy Dampeners?
> SD's advantage by not letting them use exploding minefields around the host's gate network.
(As the are friendly with the host, the host's ships won't be damaged, but all incoming ships/scouts will be.)
etc etc.
I can understand banning the CA, but banning the following doesn't make sense.
The IS. Just load all freighters to max.
The IT. Just disallow them from gating cargo using the host's gate network.
[Updated on: Sun, 22 May 2011 15:34]
I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.Report message to a moderator
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