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New Game Idea Wed, 18 May 2011 19:52 Go to next message
neogrendal is currently offline neogrendal

 
Petty Officer 1st Class

Messages: 65
Registered: September 2005
Location: Seattle

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.

----------------------------------------------------------

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.


----------------------------------------------------------

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]

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Re: New Game Idea Wed, 18 May 2011 23:26 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Interesting! A bit like the old "AFON start" with a twist. Deal

You could force everyone to have the "host/gate" race set to "Friend" at all times, but that would prevent them from performing any "strategical surgery" on the gate network. Twisted Evil

You could also have the pirates adopt any ship hulls/techs used in beating them. So if you beat their CCs with BBS then they'll build BBs in a few turns... That should keep them relevant in skirmishing even if a limited economy keeps them weak. Dueling



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In space no one can hear you scheme! Deal

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Re: New Game Idea Thu, 19 May 2011 00:42 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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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]

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Re: New Game Idea Thu, 19 May 2011 01:54 Go to previous messageGo to next message
gible

 
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m.a@stars wrote on Thu, 19 May 2011 15:26

You could force everyone to have the "host/gate" race set to "Friend" at all times, but that would prevent them from performing any "strategical surgery" on the gate network. Twisted Evil
You can still target your friends with an attack specific race battle plan.

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Re: New Game Idea Thu, 19 May 2011 02:37 Go to previous messageGo to next message
neogrendal is currently offline neogrendal

 
Petty Officer 1st Class

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Registered: September 2005
Location: Seattle

m.a wrote on Wed, 18 May 2011 20:26


You could force everyone to have the "host/gate" race set to "Friend" at all times, but that would prevent them from performing any "strategical surgery" on the gate network. Twisted Evil :


I also realized that a player could have the "gate" race set to friend and still have a battle order to attack the gate race. Also, I can see a race might not want "gates" in it's terriotory. I am on the fence on this issue.



Quote:


You could also have the pirates adopt any ship hulls/techs used in beating them. So if you beat their CCs with BBS then they'll build BBs in a few turns... That should keep them relevant in skirmishing even if a limited economy keeps them weak. Dueling


This is a good idea. I was also considering if there was someway I could create a scenario in which combat happens between the pirates and the other player wins that as a result I would transfer a ship over to the other player... spoils of war sort of thing. But this would be really tricker and would require me to download all of the turn files and review them to see if combat will happen. Very labor intensive and possible a conflict of interest.. but the pirate race can't win.

-NG


[Updated on: Thu, 19 May 2011 02:39]

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Re: New Game Idea Thu, 19 May 2011 03:40 Go to previous messageGo to next message
gible

 
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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 Go to previous messageGo to next message
neogrendal is currently offline neogrendal

 
Petty Officer 1st Class

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Location: Seattle

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 13:32 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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neogrendal wrote on Thu, 19 May 2011 08:37

I also realized that a player could have the "gate" race set to friend and still have a battle order to attack the gate race. Also, I can see a race might not want "gates" in it's terriotory. I am on the fence on this issue.

It might be a good thing, after all, as it would lead to its own brand of strategic decisions. Shoot down a gate, gain relative safety, find your travel time and/or tariff doubled (or tripled!) Twisted Evil

It all depends on the role you envision for the gate network in the 1st place. Teleport


Quote:

I was also considering if there was someway I could create a scenario in which combat happens between the pirates and the other player wins that as a result I would transfer a ship over to the other player... spoils of war sort of thing. But this would be really tricker and would require me to download all of the turn files and review them to see if combat will happen. Very labor intensive and possible a conflict of interest.. but the pirate race can't win.

Keep It Simple. There'll be time for complicating it later. Rolling Eyes

Again, it depends on the role you want the Pirates to fill. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: New Game Idea Thu, 19 May 2011 16:25 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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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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Re: New Game Idea Thu, 19 May 2011 16:46 Go to previous messageGo to next message
Eagle of Fire

 
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This idea amuse me so much that I am willing to offer my services as the Pirates. Very Happy

I know that I won't be able to win but just trying to be a major nuisance to everybody as a "NPC" race sound like fun. Smile

I assume that the Pirates have/can conquer worlds for ship building and that they cannot truely be totally defeated? How would that work exactly? The gate owner build ships and the Pirate have them transferred to him?

Interesting concept. Smile



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Re: New Game Idea Thu, 19 May 2011 17:13 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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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]

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Re: New Game Idea Thu, 19 May 2011 19:07 Go to previous messageGo to next message
neogrendal is currently offline neogrendal

 
Petty Officer 1st Class

Messages: 65
Registered: September 2005
Location: Seattle

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?


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

Cool No IS, sorry.


[Updated on: Thu, 19 May 2011 19:08]

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Re: New Game Idea Thu, 19 May 2011 19:11 Go to previous messageGo to next message
neogrendal is currently offline neogrendal

 
Petty Officer 1st Class

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Eagle of Fire wrote on Thu, 19 May 2011 13:46

This idea amuse me so much that I am willing to offer my services as the Pirates. Very Happy




OK Eagle, you're hired. What's the going rate for a brigand these days? 100 Pieces of Eight? Twisted Evil

If you are serious let's workout the "restrictions" so that it's still fun for you, but not overwhelming for the rest of the players.


[Updated on: Thu, 19 May 2011 19:12]

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Re: New Game Idea Thu, 19 May 2011 21:00 Go to previous messageGo to next message
BlueTurbit

 
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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 ]


Ask XyliGUN if he will help you.



BlueTurbit Country/Rock

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Re: New Game Idea Thu, 19 May 2011 23:37 Go to previous messageGo to next message
Eagle of Fire

 
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Quote:


If you are serious let's workout the "restrictions" so that it's still fun for you, but not overwhelming for the rest of the players.

Sure, just PM me and we'll discuss it. I think it would be better if you start the discussion by telling me what you actually have in mind for those Pirates.



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Re: New Game Idea Sat, 21 May 2011 11:08 Go to previous messageGo to next message
neogrendal is currently offline neogrendal

 
Petty Officer 1st Class

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Update on Pirate Rules of engagement above.

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Re: New Game Idea Sat, 21 May 2011 14:42 Go to previous messageGo to next message
mazda is currently offline mazda

 
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It's about time I played another game - so I'm interested in whatever you come up with.

You've banned IT, IS and CA.
What about JoaT with their massive scanning advantage ?



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... Brian Pithers

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Re: New Game Idea Sat, 21 May 2011 16:00 Go to previous messageGo to next message
nmid

 
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mazda wrote on Sun, 22 May 2011 00:12

It's about time I played another game - so I'm interested in whatever you come up with.

You've banned IT, IS and CA.
What about JoaT with their massive scanning advantage ?


My choice for this game Razz



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.

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Re: New Game Idea Sat, 21 May 2011 20:10 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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What Kind of Gates?

IT or Normal?

Size?

And without being able to build ships right off, I think Everyone will want JOAT

Ed


[Updated on: Sat, 21 May 2011 20:13]

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Re: New Game Idea Sun, 22 May 2011 13:45 Go to previous messageGo to next message
Fortythree is currently offline Fortythree

 
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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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Re: New Game Idea Sun, 22 May 2011 15:34 Go to previous messageGo to next message
nmid

 
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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.


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.

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Re: New Game Idea Sun, 22 May 2011 16:17 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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neogrendal wrote

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 ]


BlueTurbit wrote

Ask XyliGUN if he will help you.

Yep, if you need my help - just let me know.



"Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something."
Robert A. Heinlein, Time Enough For Love

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Re: New Game Idea Sun, 22 May 2011 19:10 Go to previous messageGo to next message
neilhoward

 
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neogrendal wrote on Thu, 19 May 2011 07:07

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


yep

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Re: New Game Idea Sun, 22 May 2011 21:31 Go to previous messageGo to next message
Eagle of Fire

 
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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]

It would need to be noted that, while the percentage to manage this is very low, it is still possible to gain MT parts by destroying ships equipped with such parts.

If you really don't want the players to be able to have access to MT parts then the Pirates might not be allowed to field them. Otherwise the players might even be interested in hunting down the Pirates for tech, which could spice things up a bit. Smile



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Re: New Game Idea Mon, 23 May 2011 06:21 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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nmid wrote on Sun, 22 May 2011 21:34

> 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.)

Exploding minefields damage friends and even own ships. Deal



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