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Re: Game idea - for comment |
Thu, 08 November 2012 21:32 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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XAPBob wrote on Fri, 09 November 2012 11:02Do, it's not obvious (to me) whether the he advantage would be extreme. I suppose a 1/2 immune factoryless he would hit the ground running very fast...
Not really. Only 5 colony ships means you'll have trouble exploiting that growth early.
(Also, I ran the numbers on bi-immunity.)
[Updated on: Thu, 08 November 2012 21:35] Report message to a moderator
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Re: Game idea - for comment |
Fri, 09 November 2012 02:47 |
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XAPBob | | Lt. Commander | Messages: 957
Registered: August 2012 | |
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Ok, so 1 imm rather than 2 then.
-f should be able throw up a dock pretty fast - one year to send a colony ship, one toresearch con4, one to build a dock.
The problem is having probable popdrop wars in 2501...
[Updated on: Fri, 09 November 2012 02:48] Report message to a moderator
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Re: Game idea - for comment |
Mon, 12 November 2012 22:05 |
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It seems interesting, but I think it's going to be much more luck-dependent than even a normal game. I suspect that half the players would have effectively lost by turn 5-10, if the winner isn't already decided by then.
[Updated on: Mon, 12 November 2012 22:06] Report message to a moderator
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Re: Game idea - for comment |
Tue, 13 November 2012 03:00 |
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Scattered starts would certainly keep -f from being mandatory. IS is still pretty great in this setup, though.
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Re: Game idea - for comment |
Tue, 13 November 2012 17:17 |
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IS could start with 10% or even 20% fewer colonists to make up for their in-freighter growth (which will catch up, if they dump Bora to make room).
I'm mildly interested.
ISB is a pretty big advantage, but TT also looks really appealing!
LSP might be a no-brainer, unless LSP races start with fewer colonists in freighters.
[Updated on: Tue, 13 November 2012 18:18] Report message to a moderator
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Re: Game idea - for comment |
Tue, 13 November 2012 23:18 |
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Marduk | | Ensign | Messages: 345
Registered: January 2003 Location: Dayton, OH | |
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I would be interested if the galaxy weren't too big. It would certainly be a quick game.
I tested a little bit; a tri-immune AR could build 40 colloidal cruisers on the 7th turn. That does require that they not be blocked while trying to colonize (though it also counts most of the second wave of colonizers taking two years to reach new worlds). But as I expected, that race is too weak despite the fast start. It has about 8200 resources on turn 7, but after that there isn't much point trying to increase the resources. I have no doubt it would slaughter a few other races (assuming a grouped start, or at least close neighbors), but then not be able to effectively fight whoever was left. A more traditional AR could get nearly 50k resources in 20 years under ideal conditions. In this game, would be lucky to get 20k resources in 20 years, more likely 12-15k. But definately playable.
IT and PP would lose their traditional advantage of 20% more starting population, though IT would retain the higher effective growth rate from gating population and a PP could devastate their neighbors with early packet hits taking out a large percentage of their population. That would give a PP better expansion possibilities and might compensate for their overall suck if the race design and play were good. The "high" starting tech isn't worth much for either race, though. A slight advantage for IT, they wouldn't have to research before building docks and so could build ships on turn 3 instead of 4.
CA would have a bit more advantage than normal because they would be able to hit higher terra tech early, resulting in a bigger growth boost.
HE would suffer from the early crowding and faster competition. How well they did would probably depend on how aggressive their neighbors... with passive types nearby, an HE could do really well, but if they can't grab the space they need quickly they will be choked out and fall behind.
SS gets more benefit from their innate cloaking, because they can make effective use of it pretty fast and other races scanning isn't likely to improve much faster than normal because of the increased need for weapon and con tech. They will also get more from their research bonus early because the other races will be spending a lot more resources on research in the early years. An SS could focus on early econ building and still have good enough tech for basic expansion without doing any research at all.
JoaT is just JoaT. Pretty much the same as normal.
WM could potentially start building warships and bombers on turn 4. That's a fast horde... pity the HE who starts next to one of these (the AR will have the second wave of colonizers out on turn 5 and all docks decently armed as well, so wouldn't be particularly bad off). I think an HG would be the best bet. Put out a couple of fleets early to cripple neighbors, then build up factories while the fleets are working. Put out a second wave of higher-tech fleets, and build up more. It could work - and would make for a fun game.
SD has the most points to spend. With the accelerated start, that could be pretty significant. Add in early minelayer production and you should be safe from the typical early attackers. You would be too late with minelayers to kill off your competition in the initial colonizing stage, but you could still hem them into a smaller area pretty well. Staking your claims with exploding minefields and using mini-minelayer ships for colonizers (one with a colony module, another with a cargo pod) would be an effective way to reserve more than your fair share of space, and the minefields would still buy a little time for building up.
IS is probably the best of the lot in the long haul. Safer from early aggression, and growing in freighters helps insulate them from poor-hab worlds in their starting area. Building minigun croby frigates as early as turn 5 means they can pretty well match the WM for early aggression, and given their defensive bonuses they should be sending their ships to attack instead of keeping
...
One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.Report message to a moderator
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Re: Game idea - for comment |
Sat, 04 May 2013 15:02 |
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XAPBob | | Lt. Commander | Messages: 957
Registered: August 2012 | |
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I'm thinking that I'll drop the HWs far away from other planets (bottom edge) and ban them...
Could even pop the observer race on them all - certainly easier than trying to find a Genesis device.
[Updated on: Wed, 08 May 2013 05:44] Report message to a moderator
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