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What game rules mean less MM during play? Mon, 16 January 2012 23:24 Go to next message
Marduk is currently offline Marduk

 
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A lot of people complain they don't have enough time for much micro-management and I've seen plenty of dropouts due to time constraints. So if one wanted a game with as little MM as is reasonable, what kind of rules should there be?

No minefields would obviously be a big one, which pretty much removes SD as a viable PRT. This would however be something of a boon to WM races which I think to be a good thing.

All-enemy games and no-communication games lead to less time required to play, though plenty of people would object to either limitation. Still, in addition to less time spent on turns more of the time spent will be on fighting.

What other game rules might be worth considering? Requiring OBRM as a LRT so no one has to worry about remote miners? That would remove AR as thoroughly as no minefields removes SD; I am not sure I like that, and the amount of MM removed isn't that great. Scanning? All I can think of here is limiting everyone to JoaT, so that scouting becomes a trivial process.

Ideas, thoughts, problems you see?



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Re: What game rules mean less MM during play? Tue, 17 January 2012 00:18 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
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Hi ,


you have good ideas but you have missed the main think. The size and dense of the univers.
Play in a tiny spare univers will make the MM real smal becahuse you have not much to manage with you 2 Planets even with minefields and so on .
If you make it a no communication game the game will only need minutes for there turn for a long time.



ccmaster

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Re: What game rules mean less MM during play? Tue, 17 January 2012 10:26 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
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A small universe is perfect for me. Even in the later years when other races are taking 1 to 2 hours to do a turn. My IT races take 1/4th the time to do the turn. Half the time is just looking at the map and figuring out strategy. Using gates to move pop and minerals makes life easier.

Not using IFE would add tons of brain damaging MM. Fuel Mizer just makes things easier.





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Re: What game rules mean less MM during play? Tue, 17 January 2012 21:01 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
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ccmaster wrote on Tue, 17 January 2012 00:18

you have good ideas but you have missed the main think. The size and dense of the univers.

Hmm, too obvious. Couldn't see the universe for all the stars.
Quote:

Play in a tiny spare univers will make the MM real smal becahuse you have not much to manage with you 2 Planets even with minefields and so on .

Tiny sparse? Madness! Or Sparta, I suppose, which amounts to the same thing.

slimdrag00n wrote on Tue, 17 January 2012 10:26

Not using IFE would add tons of brain damaging MM. Fuel Mizer just makes things easier.

Having the Fuel Mizer engine increases the amount of MM I do - scouts can go farther, and I typically plot out how they will fly until they run out of fuel. So the FM means I am laying out a path of 20+ systems instead of just 8-10 or so. (Perhaps this is a sign of some of that brain damage you mentioned.)

I suppose there would be some reduction of MM because of a reduced need for boosters; but I'm not sure requiring IFE would get rid of that much work. Also, it wouldn't help my MM at all for all the other races to have IFE.



So what by what criteria should rules aimed at reducing MM be judged? Reduction of MM required by the race being played; reduction of MM required for other races because of the race being played; effect on flexibility of race design; effect on options during play; balance between players. Anything else?

For example, banning minefields has potentially huge effects for the first two. It would have a minor negative effect on race design, removing SD as an option mostly negated in my opinion by removing a major weakness in the underpowered WM. As far as options during play, I'd have to say it is a moderate negative here - you lose a defensive option completely, partially offset by not having to worry about enemy minefields. Aside from SD and WM races, this would be perfectly balanced between players aside from play style considerations (it favors aggressive play more than defensive play).

I am against things like requiring the IFE LRT or the JoaT PRT, as both remove flexibility without reducing the MM required of other races. Even in a game setup designed to reduce MM, I don't think it is a good idea to try preventing a player from choosing to do more MM provided their choice doesn't increase the need for it by other players.

The size/density bit and the judging criteria bring to mind some of the other universe creation options. Max minerals would reduce MM a bit - it would remove one of the competing factors in colony selection, pretty much remove the need for any kind of mineral balancing, and allow for more viable options in mine settings. Kind of hurts SS though, as there is (relatively) less pain caused by and less gain from mineral thefts. Similarly it mitigates one of the advantages of IT, gating minerals. Both minor issues, though.

Random events should definately be off from a MM perspective. Also from the perspective of balance between players; the accursed Mystery Trader often plays favorites, and wormholes can make one persons day while ruining anothers. Early meteors can devastate a race.



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Re: What game rules mean less MM during play? Tue, 17 January 2012 22:33 Go to previous messageGo to next message
Eagle of Fire

 
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I think you are simply trying to split water with a sword. MM is player related. There is always a minimum amount of MM required for any given turn but the real time required to finish the turn depend of what the player want to do and is willing to come up with.

I could probably manage to do my turns in 5 minutes top chrono... But that would produce poor turns in my own opinion so I usually spend one to two hours doing them...

That's a personal choice.



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Re: What game rules mean less MM during play? Wed, 18 January 2012 08:32 Go to previous messageGo to next message
joseph is currently offline joseph

 
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Max minerals would reduce mineral balancing micro management.
Combine that with editor to set all worlds to centered and you remove terraforming decisions while at the same time making each world a powerhouse so you can do small/sparse and still get a decent resource total. (also the build queues will be pretty simple)
Add in a no communication & all enemies rule.
If you want to be extreme you could also say you can only lay minefields at planets.

So a game with about 10 planets per player, with 40K resources for most players and loads of minerals. Most of your time will be based on attacking and defending...



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Re: What game rules mean less MM during play? Wed, 18 January 2012 11:58 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
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slimdrag00n wrote on Tue, 17 January 2012 10:26

Not using IFE would add tons of brain damaging MM. Fuel Mizer just makes things easier.


Quote:

Having the Fuel Mizer engine increases the amount of MM I do - scouts can go farther, and I typically plot out how they will fly until they run out of fuel. So the FM means I am laying out a path of 20+ systems instead of just 8-10 or so. (Perhaps this is a sign of some of that brain damage you mentioned.)

I suppose there would be some reduction of MM because of a reduced need for boosters; but I'm not sure requiring IFE would get rid of that much work. Also, it wouldn't help my MM at all for all the other races to have IFE.



Using FM is the whole point of making MM easier and more efficient. IFE just costs a lot of points which is why not everyone uses it. I did specify I use it for my IT races. I never specified he should make it a rule to have it because that would just be silly for races that don't need it. Better yet I mean for play styles that don't need it..(some people like more MM) I only posted a tip that IFE uses less MM. So I do recommend using it only unless of course all the players were down for it to be a rule. You put my idea down but out of your whole post I didn't see anything that would reduce MM more than mine for someone.

I want to elaborate more on why IFE is good to take. This isn't an argument just a debate on the topic.

So you don't like laying out a path of 20+ plus years instead of 8 or 10? It makes way more sense to me to make a 20 year path in one turn then to have to go back later and find all 30 of your scouts made in the fleets list just to move them a few more jumps.( thats more MM) But of course realistically some scouts with FM will be changed to make there direction more efficient but not all and only takes a minute so its not bothersome. Making way points is the easy part of MM. With out IFE you can probably only get 8 or 10 jumps before running out of fuel so the other side of the uni isn't even scouted unless you make a lot of boosters. With IFE you could choose to do 8 or 10 waypoints at a time and still micro them again for another 8 or 10 years without boosters.


The brain damaging part is from all the time thinking and dealing with boosters. Figuring out about how much fuel you will need is tough sometimes unless your one of those who use outside programs to cheat and figure that out. I guess that's personal reference if people like to do that.
Takes extra work without FM engine. You have to build a bunch of boosters without IFE send them out way ahead for scouts, colony ships, min and pop freighters just so you can make warp 9 jumps.

You have to keep sending out boosters ahead and back to a dock or SB to refuel or your ships never arrive. Imagine having to move around a hundred boosters in a late game.

I never travel below warp 9 which is easy with the FM. No needing to designate a booster design and have to meet up with boosters for fuel. 1 or 2 wasted slots on designs are saved and No constant merging ships needed.
The MM benefits of IFE even though it costs your race a lot saves a lot of time. The cost wouldn't matter much if everyone had it in a special rules game.

Having IFE only helps with traveling and building ships MM there is still other MM to deal with.

To me ship traveling management is the biggest part of MM which is why IFE helps a lot in a uni that is a small or bigger. Its just an option due to ones play style and race but reduces MM most likely for all even if its only a small amount. This seems to be my experience with it.
...




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Re: What game rules mean less MM during play? Wed, 18 January 2012 13:20 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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slimdrag00n wrote on Wed, 18 January 2012 17:58

Figuring out about how much fuel you will need is tough sometimes unless your one of those who use outside programs to cheat and figure that out. I guess that's personal reference if people like to do that.

Surely you don't really mean "cheat", right? Because the GUI's fuel-o-meter is buggy enough that relying on it can lead to all kinds of trouble, and the "helper" programs are public. Pirate



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Re: What game rules mean less MM during play? Thu, 19 January 2012 16:29 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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I agree on most things mentioned before:
* university size/density/player number
* no diplomacy / no allies
* helpful PRTs like IT or to a lesser extent JoaT
* helpful LRTs like IFE, ISB might be helpful fuelwise but can also go the other way around
* penetrating scanners
* no chaff (wasn't mentioned so far)

* minefields: can go either way
Minefields help securing a border and forgetting about it until someone starts minesweeping. So you have actually less trouble and MM in comparison to guarding, pinging and keeping an active watch there. But minefields get a hassle for every side if you start laying a multitude of interwoven fields. The suggestion to allow minefields only centered on planets is probably helpful. And completly banning SDs helps a LOT! The fight over SD-minefields can get completly out of hand in terms of time, ship types needed, brain damage; it can become a war in a war: an upwardly openended spiral.

The other thing is, of course, unrelated to rules but to playing style. Just some examples because everybody has or needs to develop an own way to cope.

I love to MM especially during the first 30 or even 40 years. That's ok because the load of orders is still reasonable.

But afterwards, sometime during the latter part of the middle game, you need to adjust your game play to less MM, less perfect logistics. For me that's usually putting even some extra time and efforts into automating logistics, especially mineral and pop balancing but it pays off timewise afterwards. The other thing is to plan your attacks and moves more generous and not on the edge anymore which allows you a bigger error margin. Build lots of freighters, at least 1 per planet and quite some more in duty for your attack fleets and frontier. Same with xports and your all-purpose skirmisher/hunter design. They should be just there when needed regardless wether they might have been lazy for the last 3 turns. With a perfect MM you could probably do the same with just half of all those ships... but at the later game stages you just won't have a perfect MM anymore (or no real life).

As a rule of thumb:
Try to change your game style BEFORE you feel "this is no fun anymore". Do it when you are still motivated to do the necessary MM to automate.

Combine it with some cozy time looking at your map to identify clusters or whole regions for which you declare 1 planet to become your center point from where all operations will start from or all logistics of the cluster are centered on.

Use rather the tables, especially the F3-planet table and its' sort option for pop crowding, starbases, minerals, instead of switching from planet to planet.

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Re: What game rules mean less MM during play? Thu, 19 January 2012 19:27 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
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m.a@stars wrote on Wed, 18 January 2012 13:20

slimdrag00n wrote on Wed, 18 January 2012 17:58

Figuring out about how much fuel you will need is tough sometimes unless your one of those who use outside programs to cheat and figure that out. I guess that's personal reference if people like to do that.

Surely you don't really mean "cheat", right? Because the GUI's fuel-o-meter is buggy enough that relying on it can lead to all kinds of trouble, and the "helper" programs are public. Pirate



I don't mean cheat as in the bad sense as breaking rules. I mean cheat as in not calculating it your self so your using something else to get info.

I have used calcs for chaff sweeping in the past... I don't currently use any programs available, unfortunately 95% of them are not compatible with windows 64bit. I think only xborders works.



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Re: What game rules mean less MM during play? Thu, 19 January 2012 19:44 Go to previous messageGo to next message
Eagle of Fire

 
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Would you consider someone like me who built a freeoffice tabler from scratch and who don't even use an automated mean to write those numbers on his sheets as bad sport too?

There really is a fixed number of times I can repeat the exact same task every single turn before I get bored of it. I don't think I would bother doing it unless I knew for a fact that everybody else would be in the same boat as me... Which I know is not true anyways.



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Re: What game rules mean less MM during play? Thu, 19 January 2012 20:05 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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slimdrag00n wrote on Fri, 20 January 2012 01:27

I mean cheat as in not calculating it your self so your using something else to get info.

Well, after the thousandth time, it's as Eagle said, you get tired and bored of calculating the same thing over and over and... Asleep at cptr Whip


Quote:

I have used calcs for chaff sweeping in the past... I don't currently use any programs available, unfortunately 95% of them are not compatible with windows 64bit. I think only xborders works.

Fortunately my tools work everywhere! Twisted Evil



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Re: What game rules mean less MM during play? Thu, 19 January 2012 22:16 Go to previous messageGo to next message
neilhoward

 
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Marduk wrote on Mon, 16 January 2012 20:24

So if one wanted a game with as little MM as is reasonable, what kind of rules should there be?


Ban ship-building

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Re: What game rules mean less MM during play? Thu, 19 January 2012 22:47 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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I get kind of lost in the MM argument, normally by the time it starts taking me 2 hours to do a turn the game has slowed down to a gen every 72 hours or so. Edit: I can find 2 hours out of 72 to do something I want to do. I can never find the time to do things I don't want to do.

It's not the game that takes my time, I have 2 items that do.

Team games & diplomacy take a lot of time. I can spend hours writing e-mails and other things. This is a good thing to a point as I get to know the other players better, but it does take time.

Thinking about the game! This take all kinds of time. Looking at all the information and thinking about what to do. Trying to think outside the box. Thinking up something so that my enemy will know what I'm going to do next and then doing something completely different.

But then I also spend hours during years 2400 -2405 just planning what to do for the next 20 years.



[Updated on: Thu, 19 January 2012 22:55]

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Re: What game rules mean less MM during play? Fri, 20 January 2012 01:25 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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joseph wrote on Thu, 19 January 2012 00:32

Max minerals would reduce mineral balancing micro management.
Combine that with editor to set all worlds to centered and you remove terraforming decisions while at the same time making each world a powerhouse so you can do small/sparse and still get a decent resource total. (also the build queues will be pretty simple)
Add in a no communication & all enemies rule.
If you want to be extreme you could also say you can only lay minefields at planets.

So a game with about 10 planets per player, with 40K resources for most players and loads of minerals. Most of your time will be based on attacking and defending...


This would also make CA useless.

neilhoward wrote on Fri, 20 January 2012 14:16

Marduk wrote on Mon, 16 January 2012 20:24

So if one wanted a game with as little MM as is reasonable, what kind of rules should there be?


Ban ship-building


Energy tech FTW. You'd need max-mins to get much action, though.

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Re: What game rules mean less MM during play? Fri, 20 January 2012 06:51 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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I've seen games with simple Victory Conditions based solely on Econ prowess that were activated just before any major shipbuilding or war took place. Shocked

So it is possible to play a long-ish game without needing to worry about Diplomacy, skirmishing, ship design, scouting, laying minefields, spying, packets, Defenses, counterdesigning, chaff, or even mineral balancing. Just watch your score grow until the bell rings. Rolling Eyes



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Re: What game rules mean less MM during play? Fri, 20 January 2012 11:18 Go to previous messageGo to next message
slimdrag00n is currently offline slimdrag00n

 
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Eagle of Fire wrote on Thu, 19 January 2012 19:44

Would you consider someone like me who built a freeoffice tabler from scratch and who don't even use an automated mean to write those numbers on his sheets as bad sport too?

There really is a fixed number of times I can repeat the exact same task every single turn before I get bored of it. I don't think I would bother doing it unless I knew for a fact that everybody else would be in the same boat as me... Which I know is not true anyways.


I never stated it was bad sport? It has never been frowned upon in this community. I said it was personal preference if you like to do so and stated I don't like it which is my opinion. If you read something wrong where I stated it was bad sport let me know which line confused you, I didn't mean to offend you. I am not a good writer so maybe there is confusion of to what I mean.

What I meant by Cheat...
Its like cheating like using a calculator on a Math Test In school where everyone was allowed to use even though you will never have a calculator to help you in real life thus your cheating only your self.
Not cheating like breaking the Rules..

Sure does help with MM, time, and accuracy which I am sure is why lots of people use them.

I sure have gotten good at guessing how much minerals I need to throw, or how many bombers to make. I've been doing it awhile now. I like having that intuition to play with only the game. My win ratio is probably above 95%. I take pride in that.

I feel that way because the game its self does not come with these programs. I stated if your like me using dos box and on windows 64bit 95% of the programs on wiki to down load do not even work thus I can't use calculators even if I tried again. Ill definitely use a program or two in the future, I just wont make a habbit of it. That's about all I can explain, sorry for the confusion, nuff said I think..

On another note back on topic. I don't think anyone mentioned how teams of 3 game takes a lot more time to communicate and coordinate minerals and ships compared to teams of 2. Not to mention the actual MM of ships involved. Almost seems like the time is doubled or tripled to me just by adding that one extra person. Trying to talk and confirm everything with two separate people takes a lot of time waiting for confirm mails. Its definitely a fun game, but heavy on time, especially when the mineral fountain comes up into play.



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Re: What game rules mean less MM during play? Fri, 20 January 2012 12:34 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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slimdrag00n wrote on Fri, 20 January 2012 17:18

I sure have gotten good at guessing how much minerals I need to throw, or how many bombers to make. I've been doing it awhile now. I like having that intuition to play with only the game. My win ratio is probably above 95%. I take pride in that.

It used to be that way for me too. Then I decided to write some things down. Then I decided to refactor the formulas into something any web browser could run, and voila! Very Happy


Quote:

the game its self does not come with these programs.

Stars! has a "fuel guesstimator" that tries to tell you all you need to know about fuel usage, only it's not accurate enough. And the same goes for packets. Confused



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Re: What game rules mean less MM during play? Fri, 20 January 2012 20:40 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
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Altruist wrote on Thu, 19 January 2012 16:29

* no chaff (wasn't mentioned so far)

* minefields: can go either way

Ah, but look at it the other way around. If there are no minefields, there is very little MM involved in chaff because there is no incentive to split them into dozens or hundreds of fleets for crash sweeping.

Quote:

The other thing is, of course, unrelated to rules but to playing style. Just some examples because everybody has or needs to develop an own way to cope.

I love to MM especially during the first 30 or even 40 years. That's ok because the load of orders is still reasonable.


I do the same thing, but that is different. Much of that is voluntary, and while early MM is helpful skimping on it sometimes won't cripple your race. Not directly at least.

neilhoward wrote on Thu, 19 January 2012 22:16

Marduk wrote on Mon, 16 January 2012 20:24

So if one wanted a game with as little MM as is reasonable, what kind of rules should there be?


Ban ship-building

Tsk, tsk. I said "as is reasonable"! Ban ship-building... Laughing



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Re: What game rules mean less MM during play? Fri, 20 January 2012 21:33 Go to previous messageGo to next message
neilhoward

 
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An alternative to trying to force a reduction of MM, might be getting to the meet of the game faster, so as less likely for folks to lose interest.

Two of Φ ways to get there

1) faster force gens, ala 12 hours or 8 hours

2) gen multiple years at the start, like first 5 turns are 4 years each, next five turns 2 years each (two weeks to diplomatic entanglement and 21-28 days to first BB sightings).

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Re: What game rules mean less MM during play? Sat, 21 January 2012 04:07 Go to previous messageGo to next message
craebild is currently offline craebild

 
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neilhoward wrote on Sat, 21 January 2012 03:33

1) faster force gens, ala 12 hours or 8 hours

That won't reduce the MM required to effectively play the race, that just reduces the time available to do that MM.
neilhoward wrote on Sat, 21 January 2012 03:33

2) gen multiple years at the start, like first 5 turns are 4 years each, next five turns 2 years each (two weeks to diplomatic entanglement and 21-28 days to first BB sightings).

Making the first 5 turns 4 years each doesn't reduce the MM much, it introduces the need to do 4 years of MM in one turn, and the added need for planning to ensure that the necessary tech and infrastructure is in place to perform the necessary ship building at the end of each 4 year stretch. After all, being one tech level short for the necessary ship design will delay things by 4 years instead of 1 year.



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Re: What game rules mean less MM during play? Sat, 21 January 2012 09:49 Go to previous messageGo to next message
neilhoward

 
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Yep. Right on both counts. That is why I introduced them as alternatives to attempting to force a reduction in MM.
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Re: What game rules mean less MM during play? Tue, 24 January 2012 01:30 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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neilhoward wrote on Sun, 22 January 2012 01:49

Yep. Right on both counts. That is why I introduced them as alternatives to attempting to force a reduction in MM.
Forest. Trees. Delicious Cake.


Caaaaaaaaake...


Multi-year gens make my perfectionist sense unhappy. Sad


I do have to say that I don't like crash-sweeping, but that has nothing to do with micro. It takes like 3 clicks to do, after all.

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Re: What game rules mean less MM during play? Fri, 27 January 2012 12:14 Go to previous messageGo to next message
Eagle of Fire

 
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The MM on crash sweeping doesn't come from throwing your chaff into the field but before that, when you try to estimate how many ships and how many fleets you need to do it as efficiently as possible. Wink


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Re: What game rules mean less MM during play? Sat, 28 January 2012 03:14 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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Eagle of Fire wrote on Sat, 28 January 2012 04:14

The MM on crash sweeping doesn't come from throwing your chaff into the field but before that, when you try to estimate how many ships and how many fleets you need to do it as efficiently as possible. Wink


I go overboard. Any excess will, after all, still show up in the battleboard.

(Well, unless the game rules are set up such that the likely incidental Target List Overload is considered actionable. Then don't do it. Smile)

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