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icon5.gif  Game idea: Sparse City Sat, 01 June 2013 21:00 Go to next message
skoormit is currently offline skoormit

 
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I'd like to play in a universe where the planets are more spread out. I'm wondering what the right settings would be.

(I'll say right off the bat that I would just ban IT in this format. IT is already very strong in a normal setup, and is much less hampered by spread out stars than are the other PRTs.)

Eight players in a medium/sparse provides 27 planets per player over an average area per player roughly equal to 425ly x 425ly.
The average area per planet is roughly equivalent to a circle with a radius of 46ly.
Any given point at least 81ly from an edge is within 81ly of approx 3.1 planets, on average.
(I welcome anyone to please check my math on all of the above.)

I want more spread out than that. Perhaps use the universe stretcher util to double the dimensions of the universe?

Has anyone played in a super-sparse game? Anyone have thoughts on the settings to use?



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Re: Game idea: Sparse City Sat, 01 June 2013 22:01 Go to previous messageGo to next message
nmid

 
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Ban OWWs?
it could basically mean a slow res totals game where a lot of tactical decisions need to be made and a lot of importance to gates.

I like the idea..



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I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Game idea: Sparse City Sat, 01 June 2013 22:43 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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nmid wrote on Sat, 01 June 2013 21:01
Ban OWWs?
it could basically mean a slow res totals game where a lot of tactical decisions need to be made and a lot of importance to gates.

I like the idea..


A one-world approach would be somewhat more viable in such a setup than in normal games, but do you think that approach is so strong in this case that banning is preferred? A OWW still suffers from the lack of hab. And isn't a distributed collection of major planets relatively more valuable in a super sparse setting than in a normal setting?

OWWs do better when there are fewer available planets per player. But I'm not necessarily interested in reducing the planet count. I just want to spread the planets out.

I used medium/sparse with 8 players as my example merely as a point of departure for discussing relative sparsity of planets. If players would prefer more than 27 planets per, there's no reason not to play, for example, medium/dense with the universe stretched even further. My goal is to figure out a good answer to the question of how far out to spread the planets. The "sparse" setting for non-huge universes put 3.1 planets within 81ly of a given point, on average. I'm thinking that reducing that number to 1.5 might be the sweet spot.

Of course, I might consider banning IFE. If only to make people at least think about playing HE. Twisted Evil



[Updated on: Sat, 01 June 2013 22:48]




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Re: Game idea: Sparse City Sun, 02 June 2013 07:36 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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In the first game of Stars I ever hosted (which was also the first multiplayer game I'd played), we put 5 people in a large/packed.

Everyone quit once they realised just how stupid the travel times were to get to each other. Be aware of this hazard - it's not only the planet numbers that make large universes unpalatable.

(By the way, you'll need to think about penalising IS, since those longer travel times don't hurt their growth nearly as much.)

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Re: Game idea: Sparse City Sun, 02 June 2013 19:05 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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magic9mushroom wrote on Sun, 02 June 2013 06:36
In the first game of Stars I ever hosted (which was also the first multiplayer game I'd played), we put 5 people in a large/packed.

Everyone quit once they realised just how stupid the travel times were to get to each other. Be aware of this hazard - it's not only the planet numbers that make large universes unpalatable.

(By the way, you'll need to think about penalising IS, since those longer travel times don't hurt their growth nearly as much.)


Good point about players not knowing what they are signing up for. I'd need to make sure the game advert spelled it out explicitly.

Though the game will take longer to play, it should take less time per turn than a normal dimension game with the same planet count.

And a good point about IS and freighter pop growth. I wonder how many points to penalize.



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Re: Game idea: Sparse City Mon, 03 June 2013 13:31 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
skoormit wrote on Sun, 02 June 2013 04:43
I might consider banning IFE. If only to make people at least think about playing HE. Twisted Evil

HE in a stretched-out uni? Well, I'll quote yourself:
"Good point about players not knowing what they are signing up for. "

WRT game idea: sounds interesting. Finaly a setup that would make me reconsider the usuall IFE/NRSE LRT race setup.

BR, Iztok


[Updated on: Mon, 03 June 2013 13:32]

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Re: Game idea: Sparse City Mon, 03 June 2013 15:06 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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iztok wrote on Mon, 03 June 2013 12:31
Hi!
skoormit wrote on Sun, 02 June 2013 04:43
I might consider banning IFE. If only to make people at least think about playing HE. Twisted Evil

HE in a stretched-out uni? Well, I'll quote yourself:
"Good point about players not knowing what they are signing up for. "

WRT game idea: sounds interesting. Finaly a setup that would make me reconsider the usuall IFE/NRSE LRT race setup.

BR, Iztok


Are you saying you wouldn't take IFE, or that you wouldn't check NRSE?

My thought was that IFE would be an absolute necessity in a stretched uni. How else are you going to send off those far-flung colony missions?
So, if I ban IFE, then HE (with the SD engine) moves out of the "absolutely not" category and at least provokes some thoughts about playing it.

But yeah...no gates at all? That's a big handicap in such a setting. I suppose it depends on the victory conditions of the game.



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Re: Game idea: Sparse City Tue, 04 June 2013 01:03 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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skoormit wrote on Tue, 04 June 2013 05:06
My thought was that IFE would be an absolute necessity in a stretched uni. How else are you going to send off those far-flung colony missions?


Past 3 years at Warp 9, the Fuel Mizer starts getting increasingly hard to fuel. The Trans-Galactic Fuel Scoop without IFE uses half as much as the Mizer with the saving - IFE's used for the relative ease of getting Prop 2 compared to Prop 9, not for actually good engines.

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Re: Game idea: Sparse City Tue, 04 June 2013 18:47 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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magic9mushroom wrote on Tue, 04 June 2013 00:03
skoormit wrote on Tue, 04 June 2013 05:06
My thought was that IFE would be an absolute necessity in a stretched uni. How else are you going to send off those far-flung colony missions?


Past 3 years at Warp 9, the Fuel Mizer starts getting increasingly hard to fuel. The Trans-Galactic Fuel Scoop without IFE uses half as much as the Mizer with the saving - IFE's used for the relative ease of getting Prop 2 compared to Prop 9, not for actually good engines.


Certainly the TGFS is much better than the FM. And it should be, since it is 7 tech levels later. Are you going to research to prop 9 before sending colony fleets more than a year or two away? If not, then you are going to use *some* early game engine on those fleets. The FM is the best early game engine (with the possible exception of the HE's SD) because it makes warp 9 possible without extraordinary amounts of fuel. With IFE, your early fleets use 1/3 as much fuel going warp 9 with the FM compared to non-IFEs using QJ5/LH6 engines.

My thinking is that the advantages of IFE are even more important in a stretched uni than in a normal one, since there are only going to be a few available planets less than 162ly away.

Of course, one could argue perhaps that the points spent on IFE could instead be spent on reducing prop tech cost by one click, and then plan to just suck it up in game and push to prop 9 as fast as possible before sending out distant colony fleets. That approach commits a lot of early resources to prop tech (at the expense of infrastructure) and probably sacrifices a good bit of early pop growth as your HW gets crowded several years before you finish your research. But you'll have those nice pretty prop9 engines very early, and will probably not have to build boosters.



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Re: Game idea: Sparse City Tue, 04 June 2013 20:34 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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It's IMO a better idea to suck it up and throw a bazillion boosters on your RHRS ships for a few turns than to have to throw a bazillion boosters on your FM ships forever. In a normally-spaced uni, you don't generally have to ship pop for the distances that require lots of boosters on the FM, so you can get away without the good scoops.

[Updated on: Tue, 04 June 2013 20:44]

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Re: Game idea: Sparse City Wed, 05 June 2013 11:01 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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magic9mushroom wrote on Tue, 04 June 2013 19:34
It's IMO a better idea to suck it up and throw a bazillion boosters on your RHRS ships for a few turns than to have to throw a bazillion boosters on your FM ships forever. In a normally-spaced uni, you don't generally have to ship pop for the distances that require lots of boosters on the FM, so you can get away without the good scoops.


Hmm...I'm trying to follow your reasoning but perhaps I'm lost in the rut of my habitual thinking based on normal settings.

I don't think you are saying that FM fleets would need *as many* boosters as RHRS fleets, right? You are saying that in a stretched uni, even FM fleets will need boosters, and if you are going to have to build boosters anyway, the race wizard cost of IFE perhaps outweighs it's usefulness. And I can see your point. When it comes to building boosters early in the game, if you're in for a penny, you're in for a pound. In my experience the difficult booster-building crunch only lasts a few years, until your first boosters start returning to the HW. As you start recycling boosters each year, you need to build fewer and fewer new ones, until finally you have all the boosters you need in service. With the FM, maybe the most boosters you would build in the early game is 20, while with the RHRS maybe it's 60. So you've bought an expensive LRT to save you from building at most 40 boosters.

I'm not sure I understand what you mean by needing to build boosters for FM "forever" but only needing to build them for RHRS "for a few years." My guess is that you are assuming that IFE implies OBRM, and therefore you need FM boosters until you have the TGD at prop9. And with IFE/OBRM one usually waits quite a while before researching prop9. Without IFE or OBRM, you prioritize prop research a bit more since those early engines are really terrible. You get to prop6 quickly so you can start building RHRS ships, and then you don't wait too long before pushing to prop9 for the TGFS (am I the only one who calls that the "Thank God for Fuel Scoops" engine?). Therefore you are only using boosters for a short time span.

But I'm not actually saying that IFE/OBRM seems like a must-have in a stretched uni. I was making that claim about IFE by itself. I'm on the fence about taking OBRM with it. I like the race wizard points and the +10% population capacity, but living without scoops in a stretched uni might be too much of a nuisance.

At any rate, given that there's a reasonable argument to be made that IFE is not a slam-dunk given in a stretched uni, there's no reason to ban it.

Sidenote: I like playing in games that fiddle with some aspect of the usual setup in such a way that you have to re-examine quite a bit of the orthodoxy of race design and play style. It seems like a stretched uni accomplishes that. The Homeless game that is going on is enjoyable in that way as well. Another is the game "Hard Rocks" from several years ago in which all races were "mineless".



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Re: Game idea: Sparse City Wed, 05 June 2013 16:18 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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You will have to build boosters "only for a few years" with the RHRS because a few years later you will have the TGFS, which doesn't need boosters. The TGD and IS-10 are too expensive to mass-produce for freighter fleets.

[Updated on: Wed, 05 June 2013 16:20]

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Re: Game idea: Sparse City Fri, 07 June 2013 08:16 Go to previous messageGo to next message
Abbadon is currently offline Abbadon

 
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Don't forget IS benifit from the Fuel Transport early on as well as pop growth.
Normal races would perhaps do better researching the SFX.

OR ban them both and IFE and Ramscoops Smile

Abbadon

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Re: Game idea: Sparse City Fri, 07 June 2013 20:30 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Interesting setup. Pirate

Those who want to play without IFE, test it 1st Shocked



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Re: Game idea: Sparse City Sat, 08 June 2013 12:28 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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m.a@stars wrote on Fri, 07 June 2013 19:30
Interesting setup. Pirate

Those who want to play without IFE, test it 1st Shocked


It's probably best to test with and without IFE to see how the stretching effects growth in both cases. If you just test without IFE, you'll probably be comparing it to a non-stretched performance baseline.



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Re: Game idea: Sparse City Mon, 10 June 2013 04:13 Go to previous message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Sat, 08 June 2013 18:28
It's probably best to test with and without IFE to see how the stretching effects growth in both cases. If you just test without IFE, you'll probably be comparing it to a non-stretched performance baseline.

Yup. Test. Test. Test. Test. Test. It's best to also get the hang of those early econ-stretching boosters: too many could cripple growth, but too few could grind your teeth to dust... Confused



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