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The Ring 2, victor's account Mon, 08 October 2018 22:41 Go to next message
BackBlast is currently offline BackBlast

 
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The Ring 2 game has ended, the hosts might provide a summary of players who were involved and other interesting game data. I only have email addresses from the declaration of a winner and I can only guess who might be attached to them as this was a no-communication game.

I played as the Phhths, a -F WM variant. I have written about my adventures in detail in a blog that I have tried to keep up to date. I'm currently about 20 years behind at the completion of the game in 2552. I will be putting those final years up on the blog in the coming weeks, but I don't see any reason to not post a link to it before I'm finished.

The blog starts here and you can read it chronologically from there. Or if you wish to view the home page which has the most recent posts at the top it is here.

I tried to write it for those unfamiliar with stars! so that I could share it with a slightly wider audience, but I don't think I've been completely successful given the feedback I've received. I do intend to go back and do some video walk throughs of the battles because they can be a little difficult to explain without a lot of screen shots and descriptions. If there are any misspellings, grammar errors, or clearly missing information or just something you'd like to understand better I welcome comments and corrections, requests for more tactical images and descriptions, etc.

I find that I already miss the game, it has been a good past time for me the last 1.25 years and I quite thoroughly the enjoyed tactical and strategic planning that went into the game to make it successful on my end. Clearly I enjoyed it so much I had to write about it to get enough Twisted Evil

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Re: The Ring 2, victor's account Tue, 09 October 2018 01:29 Go to previous messageGo to next message
platon79 is currently offline platon79

 
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Congratulations to BackBlast and the Phhths for winning the game!
Neil hosted the game, but I was a co-host.
I have therefore (as usual) made an animation of the game.
Here it is: https://www.dropbox.com/sh/u1dhdi7zkmh1jsy/AABf8xJYEPJCWTh-S Og094D9a?dl=0

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Re: The Ring 2, victor's account Wed, 10 October 2018 09:53 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
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Hi ,

so only a short few of the game from my side.

I played Race #8 called 8472. The game disallowed to play -F HE but I want to play so I have done it ( used min settings for Factories 10/10/10).
Is mostly the same as when I play with Handicap this time it was 320 Points to my normal 300. Normally I us the Handicap for having more fun in a game with
better battles, I know that there is mostly no chance to win a game then.

Game started good as we have a modded universe so I got the number of greens I should in 2 Warp 9 jumps.
My base plan was to expand fast and overrun one of my neighbors and go fast to the center and try to get there a big hold as I have no gates to support.

2404-2407 - expanding works fine as to the modded universe. Saw in my North a SD and a WM to my south. As it is tricky to fight a SD by start with my cheap ships
I want to go for the WM. WM are good in fighting but normally loose to my rase as they don't think it is that fast.

2408-2410 - Bad luck. For attacking the WM I need Green planets in the way his HW is more then Ships and Tech but 150 Lj only red not even greens. But with Planets in 3 Warp 9
jumps it still would be possible.

2411-2414 - Bad luck. My race is dead. I have 300 Lj of only red to my south and could not win a war in this way. So the chance of winning the game ended 2414 even without the
handicap I could not play without green planets.
So I needed a new plan. I try to speed up my fly to the center and get a big hold there. I count the loosing of my outer ring planets to around 2430 as supporting them
is mostly not possible.

2415-2425 - Start to build out center Planets and still at #1 Place in the score board. New Plan was to kick out all of the races in the center the only chance I could make it
longer in the game

2425-2435 - Some fight with the WM but nothing hard. So i guessed he kill's the south player first what makes him to the strongest player in the game. Lost also my #1.
Now I want to take the WM out of the center as he would win the game if he gets a good hold there.

2436-2452 - Fighting with all the races in the center and try to slow down the WM form winning this game.

2453or so - Have mad it and kicked out the WM from the center. Has not believed it but at least managed to get a small goal done. But know he will be back soon.

2455+ - Try to sell my planets as expensive as I could Razz


But in the end the WM (BlackBlast) won the game. Congratulations to him from my side was a nice game !



ccmaster




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Re: The Ring 2, victor's account Wed, 10 October 2018 22:50 Go to previous messageGo to next message
BackBlast is currently offline BackBlast

 
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I fought you for so long ccmaster. You were my perpetual opponent for much of the game. Nothing was free from you Twisted Evil

When I figured out your hab I tried to prevent you from scouting the greens in my space, and they were pretty deep in my space. I figured that was a good move on my side to deny you that intelligence.

I believe the nature of the ring made lower hab races a bit harder to play. The top 4 at the end all had very very wide habs. The nature of the planet sorting to insure high habs for the host race had the interesting side effect of making certain spaces more or less hospitable. Your neighborhood was one of the worst for my hab of all the ring space. Lucky for me it was more the north end of your space than the southern end.

Kroot space also had a fairly significant red pocket that made a natural neutral zone.


[Updated on: Wed, 10 October 2018 22:58]

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Re: The Ring 2, victor's account Thu, 11 October 2018 03:05 Go to previous messageGo to next message
mrvan is currently offline mrvan

 
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BackBlast wrote on Mon, 08 October 2018 22:41

I played as the Phhths, a -F WM variant. I have written about my adventures in detail in a blog that I have tried to keep up to date. I'm currently about 20 years behind at the completion of the game in 2552. I will be putting those final years up on the blog in the coming weeks, but I don't see any reason to not post a link to it before I'm finished.


I absolutely love your blog! Do you keep it private / password protected until the game ends? I might so something like this as well, it'll help me keep my thoughts organized. I wrote a message to my ally each turn last game, but I guess I might as well write it up properly.

I didn't read through the whole blog yet (frankly, mostly the first and last couple posts so far...), but one quick Q: did you never run into mineral problems with these factories? I guess it gives another 50-100 RW points to dump into hab...

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Re: The Ring 2, victor's account Thu, 11 October 2018 17:52 Go to previous messageGo to next message
BackBlast is currently offline BackBlast

 
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mrvan wrote on Thu, 11 October 2018 00:05
I absolutely love your blog! Do you keep it private / password protected until the game ends? I might so something like this as well, it'll help me keep my thoughts organized. I wrote a message to my ally each turn last game, but I guess I might as well write it up properly.

I didn't read through the whole blog yet (frankly, mostly the first and last couple posts so far...), but one quick Q: did you never run into mineral problems with these factories? I guess it gives another 50-100 RW points to dump into hab...


Do you mean, with these mine settings?

The answer is no. It was tight there for a few years because my initial close greens were all poor in iron as was my HW and I complain about this quite a bit in the early years. But even so I was never really bottle necked by it, but it did limit some of my fuel ship production until I was spread out enough the iron concentrations started to average out and I actually had surface stores to speak of. After this point it was never an issue - even during my multi-decade destroyer production runs.

In all my testing and play, the biggest early or growth related mineral crunches occur for a few reasons. You're building factories, or you're building full starbases, or you're using privs which are mineral hungry. A -F with ISB can get away with 8/10k mines easily. 7/10k might be workable too, but that can get iffy with poor mineral concentrations. Those few ticks help you pay for ISB IMHO.

Yes, I kept it password protected until the game was over. Though I did share the password with the hosts and my family.


[Updated on: Thu, 11 October 2018 17:58]

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Re: The Ring 2, victor's account Thu, 11 October 2018 22:49 Go to previous messageGo to next message
Hank is currently offline Hank

 
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That was a fun game. I want to thank everyone who played and the hosts for making it possible. There were a lot of good players in this game. Congratulations to BackBlast for a well deserved win and an excellent display of skill. His exciting play style and willingness to take calculated risks made him a tough opponent. I was Player 4 of the Hobbits and thought it would be a fun challenge to use Packet Physics, but I didn't intend on making it this far in the game.

Player #2, The Weaklings, was a WM on my north and Player #9, the Communists, was an IS on my south. So much for my peace loving Hobbits because it seemed that both neighbours were dead set on killing the Hobbits from the very beginning of the game.

The Weaklings was off to a fast start in the centre, with Pirate colonized by 2417 and three medium freighters in orbit. Most planets in the centre were terrible to me. Sadly, Kruger, was the best green planet in the centre that I could reach, a 29% planet with Ironium concentration of 18 and Geranium concentration of 6. Awful. Allegro was a great planet, but clearly under Weakling influence with their fast dash for the centre. Taking the centre was hopeless so I decided to exploit the Weaklings slower development in the ring.

In year 2421, the Communists pop-dropped and captured my planet, Salsa (a 75% world with good minerals). I scrambled ships to defend my southern border, but in 2423, the Weaklings pop-dropped and captured my planet in the north, Wilbury (a 74% world with good minerals). Although it was a very bad start for the Hobbits, it was a thrill to be on the receiving end of such a well planned surprise attack. The Weaklings were not weak at all, but controlled by a skilled player, and I think if it wasn't for their northern neighbor, The Jedi, who was SD and cramping Weakling's expansion, they would have been fine. Being in a two front war, I was at risk of losing my HW to the Weaklings.

I managed to retake Salsa in 2424 and desperately defended it against the Communists for the next 20 years. The Weaklings took IS instead of IFE. Against an experienced player who plays without the fuel mizer, you have only about a 3-year window of opportunity to punish them as they attempt to reach the Trans Galactic Fuel Scoop at the expense of weapons research. You need to put them in a position that forces them to either build warships before they're ready or to give up planets. Not attacking them during this crucial time will allow them to consolidate their position and use their cheaper propulsion and space docks against you.

In year 2432, I had a fleet of 80 phaser bazooka destroyers and 32 mini bombers and I was finally able to recaptured Wilbury in 2437. In the meantime, I was barely hanging on in the south, with the Communists putting a lot of military pressure on Salsa. I was willing to sacrifice all my southern planets if necessary to capture the Weakling HW. What's interesting was that the Communists had opposite hab range compared with the Hobbits so virtually all their worlds, including their HW was negative. They would have made a great ally, but an unfruitful race to attack.

It seemed that the Weaklings were so focused on killing the Hobbits that they were complacent with The Jedi who launched a surprise attack on planet Shank just 56 ly from the Weakling HW in Year 2443.

It wasn't long before the Jedi was in an all out war with the Hobbits fighting for the Weakling HW and planets in the area. I was still defending against the Communist in the south while attacking in the north. With much toil fighting against SD minefields, I finally managed to wrestle Shank away from the Jedi in 2467 and secured Flourine, the Weakling HW.

By 2470, I realized the great dilemma that I was in. The game leader, the Phhths, were gaining ground in the centre with only the Weaklings and 8472 to hold them off, and though they're both great players, they needed help. How could I get into the centre without attacking either the Weaklings or 8472? I couldn't, but it didn't matter anyway because I was locked in a stalemate with the Jedi; my main fleet was tied up on Shank to defend against Jedi's main fleet on Spaatz. Retreating my fleet against an SD was not an option because SD minefields are too much of a pain to deal with if I give up any ground against them. This left me with a pitiful fleet to advance slowly against the Communist in the south. What's more was that the Krootz, a powerful SD race in the south that had just overran the Dearie/Blossom, a WM, and about to advance on the Communist and then the Hobbits shortly afterward. With no immediate threat in the ring, it was the perfect scenario for the Phhths to gain major ground in the centre.

By 2480, I was sandwiched against two SD. The Jedi still had my main fleet tied up on Shank in the north and I was defending against the Krootz's main fleet in the south, and losing territory fast. Meanwhile, I watched in horror as my cloaked Galleons with dolphin scanners revealed the iron grip the Phhths had in the centre. The strength of the Weakling and 8472 was fading fast. I started to build my first capital ships, Heavy Blaster Battleships with Gorilla shields.

Finally, in 2483, the Phhths were in position to begin attacks on the Jedi. I finally withdrew my main fleet from Shank feeling confident the Jedi would not take advantage of the vacuum I was leaving, freeing their fleet to fight the Phhths. My fleet made it to the south just in time to hold off Krootz advance.

By 2490, fighting Krootz exploding minefields made advancing against them painfully slow. The dilemma I was faced with now was even worse than in 2470. The Phhths were about to take complete control of the centre. Attacking the Phhths in the centre would mean leaving the Krootz alone, and the last thing I wanted was to have to retake SD territory as it requires a lot of resources, focus of military power, and micromanagement. Even if Krootz decided to attack Phhth and it became a 3 vs 1 scenario, it would mean Jedi and Krootz would gain territory at the expense Phhths, and if there's anything I don't like, it's an SD gaining territory and spreading their minefields even farther. I'd rather have WM win than an SD with a lot of territory.

The Phhths were a factoryless WM with NAS. To compensate for no minefields, no pen scanners, no factories, and expensive tech, they would need to have a lot of planets to keep up in technology and maintain a superior military. It's a very difficult race to pull off, but the Phhth were wildly successful in achieving this goal, taking over the centre completely. It didn't matter much that they didn't have pen scanners if they controlled every planet in the centre and the ring is fairly narrow making planet hoping against them less effective. They had more minerals than any other race, the WM edge in battle, and the skill to win. On year 2493, I voted for Phhth's victory and continued to vote for them regularly for the next 60 turns.

The Krootz's territory was about a large as my own, and had an increasingly dangerous fleet of approximately 500 battleships capable of annihilating my entire southern fleet. The only reason they didn't crush me is that they were factoryless (which is difficult to play in this type of game) and had trouble keeping up in weapons technology.

In year 2510, a series of major real life events occurred which seriously limited my time I had to take Stars! turns. The host looked for a replacement player, but unfortunately none was ever found. As a result, the focus of my next 50 turns was to keep the race alive until a replacement player could take over. Typical turns were only 5-10 minutes doing only what was most important. I avoided complications, made decisions based on minimizing micro management, and had to be content with submitting turns which were 'good enough'. Ship design and battle simulations were done almost entirely mentally with me grabbing a calculator during lunch break at work and crunching numbers. My biggest regret is not giving the Phhth's a better game.

Shortly before the game ended, I lost a fleet of over 200 Nubians in a lapse of judgment as I carelessly gated in a half finished fleet to 'defend' against a large fleet of dreadnaughts. There was no battle simulation. I had no idea how the battle would go, though I was hoping for a pyrrhic victory. I don't know what I was thinking. Against my better judgment and my original plan to have a larger fleet first before revealing it, I simply gated it in. It was a real waste of ships and embarrassing to say the least. Unfortunately, a mistake like that was not one that I could recover from. The Mega Disrupter Nubs were specifically designed to catch Phhth's Armegeddon dreadnaughts using retreat fire (movement speed 2.5), but it would have limited effectiveness long term since the Phhths could have easily countered with AMP Nubs and tear my fleet to pieces.

It was an enjoyable game, but it seemed to drag out a bit. Considering I conceded in year 2493, it was about 60 turns too long. I'm not sure if it was because other players were not voting? I think requiring 100% of votes for victory is okay for small universes, but for a huge universe, the requirement for victory should be less strict. To give you an idea, it would take about 2300 ly of travel around the ring for me to reach Phhths HW from my own HW. Perhaps 80% of votes is more than enough, where voting power is proportional to the player's game score and must own a minimum number of planets to be eligible to vote. I'm not sure what other players think, but I'm of the opinion that at higher levels of play, it's not necessary to play to checkmate, but this may simply be due my habit of applying chess etiquette to Stars!.

Hank

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Re: The Ring 2, victor's account Fri, 12 October 2018 00:27 Go to previous messageGo to next message
BackBlast is currently offline BackBlast

 
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Hank wrote on Thu, 11 October 2018 19:49

The Phhths were a factoryless WM with NAS. To compensate for no minefields, no pen scanners, no factories, and expensive tech, they would need to have a lot of planets to keep up in technology and maintain a superior military. It's a very difficult race to pull off, but the Phhth were wildly successful in achieving this goal, taking over the centre completely. It didn't matter much that they didn't have pen scanners if they controlled every planet in the centre and the ring is fairly narrow making planet hoping against them less effective. They had more minerals than any other race, the WM edge in battle, and the skill to win. On year 2493, I voted for Phhth's victory and continued to vote for them regularly for the next 60 turns.


I think that I had success because I made this an all-in play for winning the wars, no reserve or compromise for any kind of internal development plan. If I lost any wars I'd just be done as a long term threat, and to that end I put all my cards into winning every single one and starting them as early as possible. Wars intended to be swift and drive home any advantage I could gain, not long drawn out affairs. I was only behind on research because my ship production requirements were very high so that I could run multi front wars almost the entire game.

I lost planets on every front from time to time, except against the Risen. Probably around 20-25 in total. But my tolerance for those losses was pretty high. One important thing I learned about being without minefields or pen scanners is to have a sizable reserve fleet and to have good reads on your opponent's intentions. But even then, getting across 800+ ly takes multiple turns unless you're IT. Especially with the 100/250 gates.

Sounds like things should have ended closer to 2535 when the Jedi and Krootz simultaneously stopped submitting turns. Though I'm not really going to complain, I probably bombed 60 worlds flat in those 17 years or so. And well... WM and genocide go well together.

Quote:
My biggest regret is not giving the Phhth's a better game.


I appreciate what you could give Smile I hope those 5-10 minute turns were still enjoyable.

Quote:

Shortly before the game ended, I lost a fleet of over 200 Nubians in a lapse of judgment as I carelessly gated in a half finished fleet to 'defend' against a large fleet of dreadnaughts. There was no battle simulation. I had no idea how the battle would go, though I was hoping for a pyrrhic victory. I don't know what I was thinking. Against my better judgment and my original plan to have a larger fleet first before revealing it, I simply gated it in. It was a real waste of ships and embarrassing to say the least. Unfortunately, a mistake like that was not one that I could recover from. The Mega Disrupter Nubs were specifically designed to catch Phhth's Armegeddon dreadnaughts using retreat fire (movement speed 2.5), but it would have limited effectiveness long term since the Phhths could have easily countered with AMP Nubs and tear my fleet to pieces.


I wondered if you were just trying to play attrition with that move, it was very unlike your previous plays so I definitely didn't expect that nubian fleet to pop up. I also had about like 7-8 other events with nubians that year and I didn't get any tech from it. Sigh. But I did the following year on like 2 potential events, go figure Smile We WM have to steal our tech.

The game ended the year before I was going to start construction of my own AMP nubian fleet.

Quote:
It was an enjoyable game, but it seemed to drag out a bit. Considering I conceded in year 2493, it was about 60 turns too long. I'm not sure if it was because other players were not voting? I think requiring 100% of votes for victory is okay for small universes, but for a huge universe, the requirement for victory should be less strict. To give you an idea, it would take about 2300 ly of travel around the ring for me to reach Phhths HW from my own HW. Perhaps 80% of votes is more than enough, where voting power is proportional to the player's game score and must own a minimum number of planets to be eligible to vote. I'm not sure what other players think, but I'm of the opinion that at higher levels of play, it's not necessary to play to checkmate, but this may simply be due my habit of applying chess etiquette to Stars!.

Hank


I tend to agree that the first 50-80 years are the most interesting and finishing out the final moves is more of a formality. I figured it was probably in the bag once I had control of 50% of the universe. I was still enjoying myself though. Smile

Thanks for sharing.

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Re: The Ring 2, victor's account Fri, 12 October 2018 00:32 Go to previous messageGo to next message
BackBlast is currently offline BackBlast

 
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Hank wrote on Thu, 11 October 2018 19:49
...but in 2423, the Weaklings pop-dropped and captured my planet in the north, Wilbury (a 74% world with good minerals). Although it was a very bad start for the Hobbits, it was a thrill to be on the receiving end of such a well planned surprise attack. The Weaklings were not weak at all, but controlled by a skilled player, and I think if it wasn't for their northern neighbor, The Jedi, who was SD and cramping Weakling's expansion, they would have been fine. Being in a two front war, I was at risk of losing my HW to the Weaklings.


That means you lost and retook Wilbury what, 4 times? I think I flattened it 3 times. Twisted Evil

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Re: The Ring 2, victor's account Fri, 12 October 2018 01:48 Go to previous messageGo to next message
mrvan is currently offline mrvan

 
Chief Warrant Officer 3

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BackBlast wrote on Thu, 11 October 2018 17:52

Do you mean, with these mine settings?

The answer is no. It was tight there for a few years because my initial close greens were all poor in iron as was my HW and I complain about this quite a bit in the early years. But even so I was never really bottle necked by it, but it did limit some of my fuel ship production until I was spread out enough the iron concentrations started to average out and I actually had surface stores to speak of. After this point it was never an issue - even during my multi-decade destroyer production runs.

In all my testing and play, the biggest early or growth related mineral crunches occur for a few reasons. You're building factories, or you're building full starbases, or you're using privs which are mineral hungry. A -F with ISB can get away with 8/10k mines easily. 7/10k might be workable too, but that can get iffy with poor mineral concentrations. Those few ticks help you pay for ISB IMHO.


Cool, thanks for sharing. I'm still figuring a lot of these intuitions out, and indeed 80 points in the RW is nothing to sneeze at. Another thing I really need to work on is when to take risks and when to play safe (=slow)...

Just for fun, I had a look at previous game's designs, and it seems that beamer ships take about twice as many resources as bora, and missile ships take about as much iron as resources. Thus, to keep up ship production you need a mining rate of around half your resources, right? If mineral concs are about 50 that would suggest you would need 10/10k mines, so I guess 8/10 means that you are devoting a structural 20% to research or terra - which sounds reasonable. It does sound like that would be very constraining later on when concs drop further, but I suppose a -f WM doesn't assume there will be a 'later on'...



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Re: The Ring 2, victor's account Fri, 12 October 2018 10:52 Go to previous messageGo to next message
BackBlast is currently offline BackBlast

 
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mrvan wrote on Thu, 11 October 2018 22:48


Cool, thanks for sharing. I'm still figuring a lot of these intuitions out, and indeed 80 points in the RW is nothing to sneeze at. Another thing I really need to work on is when to take risks and when to play safe (=slow)...

Just for fun, I had a look at previous game's designs, and it seems that beamer ships take about twice as many resources as bora, and missile ships take about as much iron as resources. Thus, to keep up ship production you need a mining rate of around half your resources, right? If mineral concs are about 50 that would suggest you would need 10/10k mines, so I guess 8/10 means that you are devoting a structural 20% to research or terra - which sounds reasonable. It does sound like that would be very constraining later on when concs drop further, but I suppose a -f WM doesn't assume there will be a 'later on'...


So, an actual design I used @ 2442

DD, Rad Ram, 2x Bazooka, and Wolverine Shield.

Cost 18I, 16B, 16G, 60R.

HW at concentration levels of 49 I, 49 B and 47 G with 475k pop and full mines (380) results in mining rates of 186, 186, and 178.

With the 475k pop it can build ~8 such ships a year consuming 144, 128, 128. This is pretty typical across the production worlds, they actually slowly gain minerals rather than consume them during production as the worst case mineral (iron) is still running a 30% surplus. This is why I say it's possible to run 7/10k.

There is no "later on" if you fail to gain territory. You need at least 2x the space as a factory based race. The boon to this is you should have a much much higher overall mineral capacity in the fullness of time, and ability to turn those minerals into ships with WM discount, even if your economy is lower.

I should also point out, if you didn't already notice, that I don't check NRSE. I intentionally use scoops for the iron discount it provides my overall hulls and to have some use for the germ piles I'm accumulating. It makes the early beamers reasonably well balanced in total mineral consumption.


[Updated on: Fri, 12 October 2018 11:10]

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Re: The Ring 2, victor's account Sat, 13 October 2018 05:06 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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BackBlast wrote on Fri, 12 October 2018 16:52
So, an actual design I used @ 2442

DD, Rad Ram, 2x Bazooka, and Wolverine Shield.

Cost 18I, 16B, 16G, 60R.


Aaah, looks familiar somehow.
I remember talking with ccmaster about the game and him wondering about the horde-DD-design and how I had to admit: Uups, that's my fault.
So you took the design which conquered your HW in the previous game and improved it: much better in the hands of a WM and with -NRSE scoops offer interesting engine options without raising the price too much... although specifically the Rad Ram I'd judge as inferiour to the fuel mizer.

Analyzing lost battles/games, getting inspirated rather than frustrated and improving it... so I was right with my assessment in our last game that you were the most dangerous player in the field and needed to be defeated first and asap before getting too strong.

Congrats to your victory.
Winning a 152 turn game of Stars is a major achievement and a great show of discipline.


[Updated on: Sat, 13 October 2018 05:12]

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Re: The Ring 2, victor's account Sat, 13 October 2018 15:01 Go to previous messageGo to next message
BackBlast is currently offline BackBlast

 
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Altruist wrote on Sat, 13 October 2018 02:06
BackBlast wrote on Fri, 12 October 2018 16:52
So, an actual design I used @ 2442

DD, Rad Ram, 2x Bazooka, and Wolverine Shield.

Cost 18I, 16B, 16G, 60R.


Aaah, looks familiar somehow.
I remember talking with ccmaster about the game and him wondering about the horde-DD-design and how I had to admit: Uups, that's my fault.
So you took the design which conquered your HW in the previous game and improved it: much better in the hands of a WM and with -NRSE scoops offer interesting engine options without raising the price too much... although specifically the Rad Ram I'd judge as inferiour to the fuel mizer.


I've played factoryless WM with scoops before - but this was circa 2005-2006 in RWIAB (Rabid Weasels In A Box). Probably the last multi player game I really remember playing before leaving and then coming back.

Your example did show me the effectiveness of an early horde instead of waiting for tech. And the WM ability to ignore early minefields seemed to make the potential to claim space rapidly fairly high. So I would say that the lessons learned were represented more in race design and the intent to use an early horde at all than the specific ship design.

In considering the final design I decided to go with the DD over the FF because I don't really know what I'm going to run into 10 years into the campaign. FF is, I believe, a superior platform for a defensive fleet. On offense, I think the DD is the better investment as it has fewer ways to counter inexpensively and doesn't disappear to a mine hit. Having been on the receiving end of them and thinking about how to counter did help lead me to this conclusion.

I did switch to a gatling DD with a w7 engine and capacitor later. This was a counter move to the various FF designs showing up in ccmaster's order of battle. It would shoot first over the FFs and wipe away any small stacks rendering them meaningless. He would have to commit to a single design type to have a chance which was something he didn't really have the ability to do.

Fuel Miser is inferior and superior depending upon your criteria. Fuel consumption? Superior. Required tech? Superior. Fuel generation? Inferior. Mineral cost (for a -F)? Inferior. The primary factor for my purposes was cost.

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Analyzing lost battles/games, getting inspirated rather than frustrated and improving it... so I was right with my assessment in our last game that you were the most dangerous player in the field and needed to be defeated first and asap before getting too strong.


Shocked

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Congrats to your victory.
Winning a 152 turn game of Stars is a major achievement and a great show of discipline.


Cool

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Re: The Ring 2, victor's account Sun, 14 October 2018 18:44 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

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BackBlast wrote on Tue, 09 October 2018 04:41
The blog starts here and you can read it chronologically from there.


That was good reading and, for me, a nearly perfect substitute for not playing Stars at the moment.

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Re: The Ring 2, victor's account Thu, 18 October 2018 15:13 Go to previous messageGo to next message
theene is currently offline theene

 
Crewman 1st Class

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Hank wrote on Fri, 12 October 2018 03:49


...the Communists, was an IS on my south. So much for my peace loving Hobbits because it seemed that both neighbours were dead set on killing the Hobbits from the very beginning of the game.



Heh. I wouldn't quite put it that way... Salsa was pretty much on the mid-point between us. Initially my strategy was to do a smash grab up until that midway point north and south and consolidate inwards. Literally everything went wrong.

Hank wrote on Fri, 12 October 2018 03:49


In year 2421, the Communists pop-dropped and captured my planet, Salsa (a 75% world with good minerals). I scrambled ships to defend my southern border, but in 2423, the Weaklings pop-dropped and captured my planet in the north, Wilbury (a 74% world with good minerals). Although it was a very bad start for the Hobbits, it was a thrill to be on the receiving end of such a well planned surprise attack. The Weaklings were not weak at all, but controlled by a skilled player, and I think if it wasn't for their northern neighbor, The Jedi, who was SD and cramping Weakling's expansion, they would have been fine. Being in a two front war, I was at risk of losing my HW to the Weaklings.



I had the impression early-on that you were busy in the north. I remember later in the game seeing your fleet disappear and gate back in shortly after.

Hank wrote on Fri, 12 October 2018 03:49


I managed to retake Salsa in 2424 and...



Pretty much everything went badly for my race from that point.

Hank wrote on Fri, 12 October 2018 03:49


...desperately defended it against the Communists for the next 20 years.



I'm glad you put it that way, but honestly I really felt like you totally out-classed me and I think you know it. I really threw everything I had at you, but you came away victorious every time. Every time. It was infuriating. Please teach me. After you had Salsa I had nowhere significant to expand to and nothing to consolidate, so my strategy fell apart. I over-popped all my reds.

I never did peek at your home-world; what was your hab range?

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2437. In the meantime, I was barely hanging on in the south, with the Communists putting a lot of military pressure on Salsa. I was willing to sacrifice all my southern planets if necessary to capture the Weakling HW. What's interesting was that the Communists had opposite hab range compared with the Hobbits so virtually all their worlds, including their HW was negative. They would have made a great ally, but an unfruitful race to attack.



Between my HW and yours there were 7 greens for me. 5 on 'my side', but between myself and the Dearie in the south we had Venus (30%) 136ly from me. That's it. Every other planet was red with some smidgens of yellow. The other significant one was 59%, and was <47ly from their HW.

I submitted my final turn in 2477.

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Re: The Ring 2, victor's account Thu, 18 October 2018 17:33 Go to previous messageGo to next message
BackBlast is currently offline BackBlast

 
Officer Cadet 1st Year
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theene wrote on Thu, 18 October 2018 12:13


Between my HW and yours there were 7 greens for me. 5 on 'my side', but between myself and the Dearie in the south we had Venus (30%) 136ly from me. That's it. Every other planet was red with some smidgens of yellow. The other significant one was 59%, and was <47ly from their HW.


I've ended up on the "bad draw" side of the random number generator so many times in my stars career... This is why I generally pick high hab races. It tends to be a bit less swingy one way or the other.

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Re: The Ring 2, victor's account Thu, 18 October 2018 22:29 Go to previous message
Hank is currently offline Hank

 
Crewman 2nd Class

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Hi theene,

If this weren't a no-communications game, I would have allied with you. Yes, as you guessed, I'm an experienced player, but since I was in a two-front war, I think with some minor adjustments to your ship designs you could have taken my entire southern planets. I feared Croby Sharmor frigates with phaser bazookas. If you had waited more patiently to gain those tech levels before to committing to building large number of warships, you would have been in good shape, and I probably would have been in deep trouble against the Weaklings.

Hank

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