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Dynamic Duos 5 Tue, 28 May 2013 19:54 Go to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
The basic rules for this game:

Race restrictions, CA and IT are banned, Joat cannot take NAS. You cannot take HE factoryless. This means you cannot have factories worse than the default of 10/10/10 and no GR above 10(20)

All races other than your teammate must be set to enemy. No communication with anyone other than your teammate.

No tech trading with anyone other than your teammate. Only one race per player, you can however submit your allies turn if necessary, like when your ally is on vacation, too busy at work, etc.

Other game settings are as follows:

- Distant players position
- AccBBS
- random events on
- PPS off.

Standard cheat disclaimer, which means that the following cheats are allowed:

- chaff
- split fleet dodge
- merge fleets after gating
- Mine damage dodge

Turns would be MTWTF until 2430 or someone requests a slow down. From there they would be MWF.

Condition of victory, PPS being turned on at 2500 and then a vote. If there is no clear victor, we keep playing until there is a clear victor by vote.

Universe will be medium dense.

There will be six teams of 2 players. You will start next to your teammate.

In some of the past games with these rules we tried some variations like weapons forced expensive and kill starbase orders banned. I am open to some variations or tweaking of the game rules if it makes an interesting game. So propose any changes you would like to see as well as letting me know if you want to join. We go with a vanilla version of the rules, or make con forced expensive, or only allow one cheap tech per person, go slow tech, max minerals, or whatever ideas you can think of. Also, if there is a volunteer out there who can move Homeworlds so teammates start next to each other and gen the game, I would appreciate it.

I am guessing this game will get started around the end of June.

Also, Race names, including the plural version must be unique:-)


[Updated on: Tue, 28 May 2013 20:02]

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Re: Dynamic Duos 5 Wed, 29 May 2013 06:11 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
Lieutenant
Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
I would be looking for a team mate for this game

Little Eddie

OR

I can not play and Host the game, check races, setup the universe and monitor the game. My only special rule would be that the Host must always have the current race password.


[Updated on: Wed, 29 May 2013 07:06]

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Re: Dynamic Duos 5 Wed, 29 May 2013 13:00 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
I'm interrested.
Looking for teammate that won't stop playing after few turns, or actually until game finishes (my experience from previous 2 DDs)


[Updated on: Wed, 29 May 2013 13:00]

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Re: Dynamic Duos 5 Thu, 30 May 2013 03:38 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
Officer Cadet 1st Year

Messages: 214
Registered: February 2012
Interested too. I have teammate, he will post about participating soon.

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Re: Dynamic Duos 5 Thu, 30 May 2013 15:34 Go to previous messageGo to next message
Anonymous Coward
What he said Smile
I'm in, too. Post us two - Loucipher and Asmodai - together.

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Re: Dynamic Duos 5 Thu, 30 May 2013 18:39 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Loucipher, Asmodai, Mac1 and LittleEddie you are in. Teams so far:

ManicLurch/Rolf
Loucipher/Asmodai
Mac1/?
LittleEddie/?

Neilhoward has agreed to move the planets again for us. Thanks Neilhoward.

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Re: Dynamic Duos 5 Fri, 31 May 2013 03:08 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
Officer Cadet 1st Year

Messages: 214
Registered: February 2012
My suggestions to the rules: no slow tech. That pratcicaly ban AR also - we already have 2 races banned.

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Re: Dynamic Duos 5 Fri, 31 May 2013 04:44 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
ManicLurch wrote on Wed, 29 May 2013 00:54
The basic rules for this game:

Standard cheat disclaimer, which means that the following cheats are allowed:

- chaff
- split fleet dodge
- merge fleets after gating
- Mine damage dodge



Mine damage *dodge* allowed?
I thought it was allocation that was normally allowed, not the dodge...

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Re: Dynamic Duos 5 Fri, 31 May 2013 14:16 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
My suggestions to the rules: no slow tech. That pratcicaly ban AR also - we already have 2 races banned.


That makes sense, we should try not to make rules that will limit the PRT choices. In DD4 we added rules to enhance AR. We ended up with 2 teams taking an AR, one team did very well with it.

Quote:
Mine damage *dodge* allowed?
I thought it was allocation that was normally allowed, not the dodge...


I am not sure what you mean by this.

This is what I am referring to for mine damage dodge in the bugs list:

http:// starsautohost.org/sahforum2/index.php?t=msg&th=2387& start=0&rid=1316

Mine Damage Dodge
If you have two different ships in one fleet, the first one in your design pool will take 4/5 of the damage, and the second one will take 1/5. {quote LEit}
You can (ab)use this to for example give your DD sweepers a longer life span. Pairing one (shielded) DD with a chaff (with the chaff in a design slot somewhere above the DD) makes sure the DD will survive a hit from a standard minefield with minimum damage (1/5). To achieve this otherwise you would need to use 5 of such DDs in one fleet. The exploit here is that you let the chaff take 4/5 of the 500dp (non ramscoop) damage. Scout chaff only has 20dp armor which means 380dp damage is nowhere taken into account, that damage disappears and is not passed on to any other ships in your fleet. Of course the ship in the first slot does not have to be a chaff but that is usuall the cheapest ship around.

The primary reason I often allow this in games is because it is difficult to police.

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Re: Dynamic Duos 5 Fri, 31 May 2013 15:17 Go to previous messageGo to next message
jscoble is currently offline jscoble

 
Warrant Officer

Messages: 116
Registered: January 2008
Location: Cape Town
Putting my name down here.

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Re: Dynamic Duos 5 Fri, 31 May 2013 18:03 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
ManicLurch wrote on Fri, 31 May 2013 19:16
Quote:
My suggestions to the rules: no slow tech. That pratcicaly ban AR also - we already have 2 races banned.


That makes sense, we should try not to make rules that will limit the PRT choices. In DD4 we added rules to enhance AR. We ended up with 2 teams taking an AR, one team did very well with it.

Quote:
Mine damage *dodge* allowed?
I thought it was allocation that was normally allowed, not the dodge...


I am not sure what you mean by this.

This is what I am referring to for mine damage dodge in the bugs list:

http:// starsautohost.org/sahforum2/index.php?t=msg&th=2387& start=0&rid=1316

Mine Damage Dodge
If you have two different ships in one fleet, the first one in your design pool will take 4/5 of the damage, and the second one will take 1/5. {quote LEit}
You can (ab)use this to for example give your DD sweepers a longer life span. Pairing one (shielded) DD with a chaff (with the chaff in a design slot somewhere above the DD) makes sure the DD will survive a hit from a standard minefield with minimum damage (1/5). To achieve this otherwise you would need to use 5 of such DDs in one fleet. The exploit here is that you let the chaff take 4/5 of the 500dp (non ramscoop) damage. Scout chaff only has 20dp armor which means 380dp damage is nowhere taken into account, that damage disappears and is not passed on to any other ships in your fleet. Of course the ship in the first slot does not have to be a chaff but that is usuall the cheapest ship around.

The primary reason I often allow this in games is because it is difficult to police.

There are two things that can be done:
A chaff can be used to field 75% of the damage (with several hundred points of damage going on a 20 point hull (i.e. evaporating large amounts of damage) OR the ships can be arranged such that the chaff takes 25%, not 75%.

I'd suggest that chaff can easily be put in slot 16 (and sweepers in a high slot)

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Re: Dynamic Duos 5 Fri, 31 May 2013 18:41 Go to previous messageGo to next message
leonidas

 
Petty Officer 3rd Class

Messages: 44
Registered: February 2013
XAPBob wrote on Fri, 31 May 2013 18:03

There are two things that can be done:
A chaff can be used to field 75% of the damage (with several hundred points of damage going on a 20 point hull (i.e. evaporating large amounts of damage) OR the ships can be arranged such that the chaff takes 25%, not 75%.

I'd suggest that chaff can easily be put in slot 16 (and sweepers in a high slot)


But since everyone can benefit from it and the host doesn't want to police it ...

Besides from what I've seen lately players just tend to ram cheap FF's with a single gatling into minefields these days.

leonidas.

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Re: Dynamic Duos 5 Fri, 31 May 2013 18:47 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
leonidas wrote on Fri, 31 May 2013 23:41
XAPBob wrote on Fri, 31 May 2013 18:03

There are two things that can be done:
A chaff can be used to field 75% of the damage (with several hundred points of damage going on a 20 point hull (i.e. evaporating large amounts of damage) OR the ships can be arranged such that the chaff takes 25%, not 75%.

I'd suggest that chaff can easily be put in slot 16 (and sweepers in a high slot)


But since everyone can benefit from it and the host doesn't want to police it ...

Besides from what I've seen lately players just tend to ram cheap FF's with a single gatling into minefields these days.

leonidas.


Absolutely...

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Re: Dynamic Duos 5 Sun, 02 June 2013 06:09 Go to previous messageGo to next message
leonidas

 
Petty Officer 3rd Class

Messages: 44
Registered: February 2013
ManicLurch wrote on Tue, 28 May 2013 19:54
You will start next to your teammate.


How close is that?

leonidas.

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Re: Dynamic Duos 5 Sun, 02 June 2013 10:18 Go to previous messageGo to next message
Bystander is currently offline Bystander

 
Chief Warrant Officer 1
Duel club Champion 2007
Duel Club Champion 2007

Helped track down one or more Stars bugs

Messages: 141
Registered: June 2003
Location: Tampa, Florida, USA

Looking at previous Dynamic Duo games, it looks like teammate HWs start 162 ly or closer. Enemy HWs 300 ly or farther.

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Re: Dynamic Duos 5 Sun, 02 June 2013 12:31 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
Looking at previous Dynamic Duo games, it looks like teammate HWs start 162 ly or closer. Enemy HWs 300 ly or farther.


Yes, this is fairly accurate. We have fined tuned the setup and the last few games you have started within 2 warp 9 jumps of your teammate and quite a bit of room until the enemy HWs. In the last game the closest enemy HWs to mine were 429ly and 323 ly. My partner's HW was 154 ly away.

The setup isn't exact, it is a bit of work for the person doing it. But in general you can count on being within 2 warp 9 jumps of your teammate and having some room to your enemies.

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Re: Dynamic Duos 5 Sun, 02 June 2013 17:14 Go to previous messageGo to next message
Bystander is currently offline Bystander

 
Chief Warrant Officer 1
Duel club Champion 2007
Duel Club Champion 2007

Helped track down one or more Stars bugs

Messages: 141
Registered: June 2003
Location: Tampa, Florida, USA

I am interested in playing and waiting on final confirmation from a teammate - assuming you have room . . .

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Re: Dynamic Duos 5 Mon, 03 June 2013 00:04 Go to previous messageGo to next message
Ashlyn is currently offline Ashlyn

 
Lt. Commander

Messages: 834
Registered: November 2002
Location: Pueblo CO USA

What he said. Put Bystander and Ashlyn together for this game. Nod Bounce

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Re: Dynamic Duos 5 Mon, 03 June 2013 14:29 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Update on team list:

ManicLurch/Rolf
Loucipher/Asmodai
Bystander/Ashlyn
Mac1/?
LittleEddie/?
jscoble/?

So we have 3 confirmed teams out of the 6 slots available and enough interested players to fill out another team. Preference for the last slots will go to teams, so those interested start looking for a teammate. But also choose your teammate well. Finding a good match for a teammate can make this game a lot more fun. By good match I don't necessarily mean skill level. I would think playstyles, communication and similar MM tolerances would be more important in choosing a teammate. Or another scenario that can work is one team member assuming the teacher role and the other the student. This worked well for me in the first DD game, with me assuming the student role and learning a lot Smile


[Updated on: Mon, 03 June 2013 14:33]

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Re: Dynamic Duos 5 Tue, 04 June 2013 11:07 Go to previous messageGo to next message
leonidas

 
Petty Officer 3rd Class

Messages: 44
Registered: February 2013
ManicLurch wrote on Mon, 03 June 2013 14:29
Update on team list:

ManicLurch/Rolf
Loucipher/Asmodai
Bystander/Ashlyn
Mac1/?
LittleEddie/?
jscoble/?

So we have 3 confirmed teams out of the 6 slots available and enough interested players to fill out another team. Preference for the last slots will go to teams, so those interested start looking for a teammate. But also choose your teammate well. Finding a good match for a teammate can make this game a lot more fun. By good match I don't necessarily mean skill level. I would think playstyles, communication and similar MM tolerances would be more important in choosing a teammate. Or another scenario that can work is one team member assuming the teacher role and the other the student. This worked well for me in the first DD game, with me assuming the student role and learning a lot Smile


I can make up a team if required. PM me to discuss.

leonidas.

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Re: Dynamic Duos 5 Tue, 04 June 2013 13:13 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
Lieutenant
Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
It looks like Mac1 & I will be a team, so that should give us 4.

Little Eddie

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Re: Dynamic Duos 5 Tue, 04 June 2013 14:32 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Revised team list:

ManicLurch/Rolf
Loucipher/Asmodai
Bystander/Ashlyn
Mac1/LittleEddie
jscoble/?
leonidas/?

Two team spots left.

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Re: Dynamic Duos 5 Fri, 07 June 2013 08:03 Go to previous messageGo to next message
Abbadon is currently offline Abbadon

 
Crewman 1st Class

Messages: 25
Registered: January 2003
Location: UK
I am available for a team mate.

Did you say what size galaxy ?

Abbadon

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Re: Dynamic Duos 5 Fri, 07 June 2013 12:18 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
Did you say what size galaxy ?


Medium Dense universe.

Revised team list:

ManicLurch/Rolf
Loucipher/Asmodai
Bystander/Ashlyn
Mac1/LittleEddie
jscoble/?
leonidas/?
Abbandon/?

Those without a teammate might start talking to the others interested. The last two slots will go to teams.

Thanks,

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Re: Dynamic Duos 5 Fri, 07 June 2013 12:44 Go to previous messageGo to previous message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
I would be interested in participating in this game.

I know I said in another recent thread that I didn't want to play in a game with relatives playing together but in this case, since there will be no diplomacy whatsoever and the whole point of the game is to play in teams of 2, the fact that Loucipher/Asmodai are playing together do not bother me too much. In fact, if there is a game type in which I think relatives should play together then it is in this type of game.

Note to other possible teammates: I'm already moderately experienced but I'd like to use this team game as an occasion to improve my knowledge of +F races optimization as well as warfare planing. This mean that I wish to be in the fray in wars and would like to spend a fair amount of time chatting with my new teammate while and before submitting our dual races. I expect my turns to require a fair amount of MM on every single turn after the initial colo rush. Someone who is at least quite experienced in race creation and who can use MSN or GTalk as a chat program would be appreciated. Someone near my GTM would be very nice too but not absolutely necessary.

I was initially hoping to ask another player I know to be my teammate in this game but it so happen that he is right now in the hospital and asking him to play yet another game in this condition would be pushing it too much...


[Updated on: Fri, 07 June 2013 12:45]




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