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Re: Dynamic Duos 6 Sun, 09 March 2014 16:30 Go to previous messageGo to next message
Anonymous Coward
Exactly the explanation I was asking for. Thanks, Neil.
Now, I have one issue with that. This basically forces the players to make sure their chaff is way down on the design list, and if it isn't, no designs further down the list should be on the same fleet with chaff (lest they trigger the mine hit, and dodge the resulting damage because the chaff is higher than them). Unintentional (i.e. without the purpose of pure minesweeping) occurences might cause some players to cry foul, and waving red flags might sour the atmosphere around the game (something I want to avoid at all costs, in the light of my past experiences with some games).
Why not just allow both? It makes things easier for the host (no additional policing), reduces the MM on the players' side (no need to track down design list sequence/tailor fleets to avoid MDD), and helps keep the atmosphere clear and suspicion-free. What do you say?

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Re: Dynamic Duos 6 Sun, 09 March 2014 17:26 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
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Quote:
Why not just allow both?


The current game rules do allow both. It is only the north/south, east/west immunity that is forbidden.

Quote:
It makes things easier for the host (no additional policing)


This is the primary reason I allowed this in the game rules.

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Re: Dynamic Duos 6 Sun, 09 March 2014 17:32 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
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I want to be clear on this item since their is some discussion in this thread and some confusion.

The mine damage dodge:

Quote:
mine damage dodge (): You put together a fleet with different designs in a way that some mine damage can't be allocated by Stars but is dodged.
Eaxample: 1 scout design (20 armor, no shield) plus 4 destroyers (the destroyer ship slot is below chaff design slot).
Result: Mine damage of 500 points gets distributed in a way that Stars puts 4/5 of the damage onto the first design slot. Thus 400 damage goes to the scout design (which can suck up only 20 damage and 380 damage are lost/dodged)


Is allowed in this game. I realize there is a bit of discussion on the forums on whether this should be allowed in games or not. But really for each game it is up to the creator of the game to allow or prohibit this. In this game it is allowed. I don't think it changes the game too much and I don't want to have to police it. Others feel differently I am sure. But it is ok to allow this in a game as long as the rules clearly state it, which hopefully I have done so now.

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Re: Dynamic Duos 6 Sun, 09 March 2014 18:31 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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ManicLurch wrote on Sun, 09 March 2014 16:32
I want to be clear on this item since their is some discussion in this thread and some confusion.

The mine damage dodge:

Quote:
mine damage dodge (): You put together a fleet with different designs in a way that some mine damage can't be allocated by Stars but is dodged.
Eaxample: 1 scout design (20 armor, no shield) plus 4 destroyers (the destroyer ship slot is below chaff design slot).
Result: Mine damage of 500 points gets distributed in a way that Stars puts 4/5 of the damage onto the first design slot. Thus 400 damage goes to the scout design (which can suck up only 20 damage and 380 damage are lost/dodged)


Is allowed in this game. I realize there is a bit of discussion on the forums on whether this should be allowed in games or not. But really for each game it is up to the creator of the game to allow or prohibit this. In this game it is allowed. I don't think it changes the game too much and I don't want to have to police it. Others feel differently I am sure. But it is ok to allow this in a game as long as the rules clearly state it, which hopefully I have done so now.


As long as this exploit is allowed in the game, all players can take equal advantage of it.

The best way to take advantage of this is to place your chaff design in slot 1 of your design list, and to send one chaff with every fleet that will be traveling through minefields. Getting chaff into slot 1 is not hard. Just don't delete your original slot1 design until you are ready to build chaff. If you expect to still be using that original slot 1 design when you start building chaff, you should copy it to a 2nd design slot in year 2400 and build all your additional ships using that second design.



What we need's a few good taters.

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Re: Dynamic Duos 6 Sun, 09 March 2014 21:30 Go to previous messageGo to next message
neilhoward

 
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Good deal. I will plan accordingly.

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Re: Dynamic Duos 6 Wed, 12 March 2014 19:16 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
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I haven't heard much on rule options, like Con forced expensive. If I don't hear anything on the forums, pm, or email soon, I will assume that means a vanilla rule set vote.

Still room for one more team. Any takers?

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Re: Dynamic Duos 6 Wed, 12 March 2014 22:24 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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Helped track down one or more Stars bugs

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We're ready to go, more or less

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Re: Dynamic Duos 6 Thu, 13 March 2014 02:47 Go to previous messageGo to next message
craebild is currently offline craebild

 
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As I would prefer a vanilla ruleset, that is fine with me.

But I haven't heard from theen since he sent me a pm to say he agreed it was a good idea that the two of us teamed up, so we don't have any race files to submit yet.

That pm was on Friday 7th, so that was nearly a week ago.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Thu, 13 March 2014 15:34 Go to previous messageGo to next message
vmanuel is currently offline vmanuel

 
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Manic, can you refresh the main post with the set rules and teams? Thanks!


Editor in Chief of the Kaynan Space News.
All Space, All The Time - Kaynan!
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Re: Dynamic Duos 6 Thu, 13 March 2014 23:57 Go to previous messageGo to next message
nmid

 
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skoormit wrote on Mon, 10 March 2014 04:01

The best way to take advantage of this is to place your chaff design in slot 1 of your design list, and to send one chaff with every fleet that will be traveling through minefields.


I do vaguely remember that with 3 ship designs in a fleet, the damage distribution isn't 75% to the 1st design and 25% spread over the remaining ships... so you might want to confirm the practical numbers for that.

I would simplify and say that it works ideally with a fleet of 2 ship designs. I remember that it was affected by the number of engines in the remaining ship designs in the fleet, but the basic explanation of 75/25 damage distribution holds true in a 2 ship design fleet with the chaff on top.
(I got lazy when I was checking this a year ago and I didn't grapple with all the other fleet arrangements after testing it a bit.)



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: Dynamic Duos 6 Fri, 14 March 2014 09:07 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
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Con expensive can be fun. Vanilla or con expensive is ok.

Con expensive can slow down AR. Do we want this?



[Updated on: Fri, 14 March 2014 09:59]

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Re: Dynamic Duos 6 Fri, 14 March 2014 13:07 Go to previous messageGo to next message
craebild is currently offline craebild

 
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Con expensive would slow down AR, and it could also make WM more interesting, as I doubt very many will research Nubians with con expensive. Dreadnoughts are expensive, though Crying or Very Sad


Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Fri, 14 March 2014 15:42 Go to previous messageGo to next message
Anonymous Coward
Gents, if some of you fancy the idea of playing a somewhat different game, then why not agree on expensive Con just this one time?
Maybe we see somewhat different set of PRTs across the teams, other than the strong-by-default JoAT/IS combo. IMHO we have also seen enough AR races in DD games already. Why not give other PRTs their fair chance?

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Re: Dynamic Duos 6 Fri, 14 March 2014 16:13 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
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con expensive[ 7 votes ]
1. Vanilla 5 / 71%
2. Con Expensive 1 / 14%
3. W expensive 1 / 14%

I made a poll. Vote for your preference and lets decide once and for all. And please, only those who are playing should vote.

Thanks,
David

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Re: Dynamic Duos 6 Fri, 14 March 2014 16:54 Go to previous messageGo to next message
craebild is currently offline craebild

 
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I placed a vote, but I am pretty certain it said one vote had been made already, and now it says only one vote has been made.

ManicLurch, did you vote when you made the poll ?



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Fri, 14 March 2014 17:14 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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it says one vote - but that's talking about how many votes you can register - not how many have been cast.

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Re: Dynamic Duos 6 Fri, 14 March 2014 18:14 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
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Quote:
ManicLurch, did you vote when you made the poll ?


Yes I did vote. It is possible I didn't make the poll correctly, I have never made one before.

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Re: Dynamic Duos 6 Sat, 15 March 2014 09:36 Go to previous messageGo to next message
jscoble is currently offline jscoble

 
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Hi folks.
What's the current situation for this game? Room for one more player?

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Re: Dynamic Duos 6 Sat, 15 March 2014 12:30 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

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Quote:
What's the current situation for this game? Room for one more player?


Room for 2 more players actually, to make the last team.

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Re: Dynamic Duos 6 Sat, 15 March 2014 16:58 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
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Hi,
still room for 1 more team ?

Ccmaster

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Re: Dynamic Duos 6 Sun, 16 March 2014 02:56 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
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If you pair with james, we have complete list and we can start the setup.

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Re: Dynamic Duos 6 Sun, 16 March 2014 08:05 Go to previous messageGo to next message
craebild is currently offline craebild

 
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ManicLurch wrote on Fri, 14 March 2014 23:14
Quote:
ManicLurch, did you vote when you made the poll ?


Yes I did vote. It is possible I didn't make the poll correctly, I have never made one before.


I just remembered, if my vote had been registered, then I would not be given the option to vote, so my vote had not been registered. I have placed my vote now.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Sun, 16 March 2014 10:27 Go to previous messageGo to next message
jscoble is currently offline jscoble

 
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So is it expensive Con? Any other race design exceptions?

No CA, IT, NAS JoAT or -f HE.
Beyond that?

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Re: Dynamic Duos 6 Sun, 16 March 2014 13:09 Go to previous messageGo to next message
craebild is currently offline craebild

 
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jscoble wrote on Sun, 16 March 2014 15:27
So is it expensive Con? Any other race design exceptions?

No CA, IT, NAS JoAT or -f HE.
Beyond that?

Current vote is 5 for Vanilla (i.e. nothing forced to be expensive), 1 for Con expensive, none for Weap expensive. If we end up being 6 teams of two, then there are 12 who can vote, 6 of which have voted.

So Con or Weap expensive are both possible, but pretty unlikely.

Other than that there is the cheats/exploits listing in the initial posting and the clarification about mine damage dodge / mine damage allocation in this thread.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Sun, 16 March 2014 13:40 Go to previous messageGo to previous message
ManicLurch is currently offline ManicLurch

 
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The poll looks like we are having a Vanilla game, so lets go with that. Now we can start on racefiles. We do still need to know if we have 5 teams or 6, as it will determine how close your neighbors are. It does lookl like we have a good shot at 6.

Quote:
Any other race design exceptions?

No CA, IT, NAS JoAT or -f HE.
Beyond that?


No other race design restrictions.

Quote:
still room for 1 more team


Yes, still room for one team. Are you joining?

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