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Fun Game Ideas (post your own if you like) Wed, 03 December 2003 05:12 Go to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Here's some random fun games, some of which are host playable others that just aren't.

1) Islands of IT.
And InterStellar Traveler only game, taking place on a large (or huge) remapped map where the stars are piled into clusters with lots of dead space between. I might even make it so the density of the islands tappers off towards the edges. (for those who know astronomy, this would be equalant to "large gobular clusters", which are hover outside the plane of the galaxy.) Why only I.T.? Considering distances, WOULDN'T YOU WANNA BE IT? Plus could be fun.

-This one below (2) is probably the only "Pure" game idea I've got up here. Because I figure all the really good "Pure" games have been done profusely already.-

2) Random Races
All races are totally random. No PRTs band obviously.. Players (host included) would be randomly assigned a player using a random number generator. Smile Could be fun.

3) Pure OWW.
Someone once suggested I make a game where all the planets are made OWW friendly. This can be done semi automatically if I just do some research on FOR commands and such, so I can adjust the whole map without ever looking at it really. All OWW races, all planets set to "happy" environmentally, no need for anyone to have TT except PP and CA to use as weapons. Might be fun.

3a) Pure OWW, CA vs PP
Heh, a war of OWW PP and OWW CA, now THAT's an interesting idea. Smile Same setup, all worlds "Happy". Until the war starts races start blasting things to bits. (Hmm Maybe just a war between PP and CA period would be cool, no happiness or OWW.. I dunno) (One possibilitiy is to make all PP idenitcal and all CA identical, then it's all about skill and less about race design... That's probably less fun though.)

4) Rise of Fallen Empires
A possible OWW game where all races are given a "Boast", of having a per built HW and a few perfect "Core" worlds around their HW, also pre built. Game would start at year 4, and tech would be slow, (All fields must be 75%).

4a) Return of the Empire
Same as Rise of Fallen Empires, but instead I do it to 1 player at random, and EVERYONE must kill him. It's like those games where the scenario is storm the huge castle swarming with guys. So it takes like a pile of you to take him down! (I'd probably pick the lucky dude with a random number generator, and override his race out of fairness. Maybe make him WM? Just for the pychotic fun of the war!)

5) Age After the Ancients.
Simple you start like normal, and I pepper the galaxy with treats. Worlds with prebuilt factories, mines, and or preharvested ore (maybe not the ore, but the others would be cool). No special way to find them, just colonize and smile. Idea is that say.. an ancient OWW or multiple OWW races once lived all over this area, but have long since left this space. And the young races are now inheirting their ancient homes.

6) "Home World"
Before the start of the game, I exile all the races from their HW, they retain 100% pop 100% ore, and arrive SOMEWHERE in the galaxy on a world that mirrors their HW, but isn't. Standard game with the twist of returning back to your true home world.
-(Methods for IS and AR have already been figured out to retain maximum fairness and original starting conditions)-

7) Slave Empires
In the spirit of new fun, I make it a simple requirement that all races have ARM, then I rebuild their ARM ships to be 2 super Flag ships. If a player loses 1 flag ship, he joins the killers side, if he EVER loses the other he is defeated. (And passing them to others counts as losing.) The Flag ship will likely be a Nubian with all kinds of cross PRT gizmos, impossible to recreate and a true utility knife of any armada! If I make some PRT restrictions or just a lucky brake I might get 3 Flag ships, basically you can be enslaved x-1 times x being the number of flag ships.

Cool Star Control 2
Posted, Died, but I DON'T CARE!
This one's posted on the new game forum already but's gone stagnent. The t
...




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Re: Fun Game Ideas (post your own if you like) Wed, 03 December 2003 13:55 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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More ideas...

Super Paranoia

Minefields banned. Every race must be SS. Galaxy spec: large or huge with sparse planets.


Irresistable Forces

Every race WM. Scary huh?


Irresistable Force <--- note: Force, not forceS

One WM race with masses of G, starting war ships and advanced technology. Every other race must be SD or IS and starts without a HW - only Xdude style jump start ships (1 million population + minerals in LF's etc...).


Slow breeders (ugly races?)

HE and AR only - HE capped at 4% PGR, AR capped at 12%.


Pockets of planets

Lots of small pockets of planets (probably 10-15) or so at least 500ly from the nearest pocket. One IT race has 1 planet in EVERY pocket and sits as a neutral party (race would require setting up and then leaving alone). Every other race CANNOT be IT or PP. Then they'd basically use the IT's stargates to travel from pocket to pocket (and set up defensive fleets at stargates too?). Controlling each stargate with obviously be key to defenses. SS would need some kind of restrictions maybe because they would be able to slip around the stargates so easily - maybe some kind of ban on SS and all stealth technology???

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Re: Fun Game Ideas (post your own if you like) Wed, 03 December 2003 16:31 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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I've got a question about "Irresistable Force" are you suggesting the SD and IS start in space without a home? (If I did it I'd give them a mirror home of their Homeworld somewhere, but that's just me.)

Also, I like the idea of "Pockets of Planets", kinda cool, but, what kind of stargates will the IT be required to build? (Clearly the other races will be in suspended animation while this takes place.) I could probably make that job an easy one for him. Or you could just make a race that's like Tri Immune and give him lots of time to do his thing while the others sit and float. SS is still uncloaked at range 0. So if he's using the gates he's just as visible as anyone else using them. So just put up sentries to monitor his traffic. (Any/800 would probably be the optimal gate to use I think.) No PP? Well, while everyone's floating the PP's 2nd world could be moved to their island, or even merged with their homeworld population. Unless there's another reason for their ban. Like scouting through the void? Oh, and the host clearly sets up the SG network, but could they play as a player?

Lots of good ideas there....



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Re: Fun Game Ideas (post your own if you like) Wed, 03 December 2003 16:57 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Indeed in irresistable force the idea is to set up camp and build up some defenses as quickly as possible - The SD/IS races would have to sit at one end of the galaxy and the WM at the other (maybe make a Segment shaped galaxy.... thin at the WM end and expanding out to the others????) - the idea is simply to survive the initial battering ram effect of the WM running in at you.

Basically the WM would be a lone race, no diplomacy, no remorse, just cold and brutal. The whole game would be stacked heavily in favour of the WM so much so that it would be nigh on IMPOSSIBLE to not be wiped out by the WM. They'd probably need some stargates set up so they can start to trundle in some ships from day 1.

Winner would be whoever survived the longest: Defend yourself, ally to build a stronger defense, or even attack your fellow player so that they are weaker than you - the choice is yours.


Forseeable problems: Allowing WM to be able to hit hard early, but in small quantities and to ensure that it is impossible for the WM not to win the game.




Pockets of planets...

IT should build any/any stargates. They're mearly access points from one galaxy to another in the whole massive universe!!!!

The IT race itself would basically be set up with one colony in each pocket (it's probably be best to do a 100yr jump start?) with an any/any stargate. After that (and after everyone sets the IT race to friend) the IT race requires no running at all in any way whatsoever. Mines must NOT be built by the IT race since that would provide free minerals to the SS - but otherwise (and I know this is the question you really wanted answering Maim) the host would be able to play in the game no problem Smile Everyone would have a published list of all the portal planets. The universe would have to be MASSIVE in size to prevent small minefields dominating each cluster of planets (i.e. have normal sized gaps between planets).

Reasons to ban PP: Mass packets inside each cluster would be really dangerous since you'd never see the packet coming. Plus they'd be able to scan pockets by launching a packet past it.

Reasons to ban SS: Since defending your pocket (I'd recommend at least 2 or 3 pockets to every race in the game?) starts at your portal planet an SS race could easily slip through the open space and avoid any such defenses, but then again so could anyone at a high enough tech level. The perfect solution would be to have someone observing each turn file and just having a quick look to make sure no-one is running around "deep space".

"Pockets of planets" Is and idea I'd LOVE to try out... the joy of it being that both PP and IT are already banned from player use so that makes remapping an easier task.

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Re: Fun Game Ideas (post your own if you like) Wed, 03 December 2003 17:42 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
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What's wrong with hopping through space in PoP?

It'll be slow and you WILL be spotted before you get there, if your target is reasonably alert.

Plus it adds the dimension of skirmishers; skirmish wars are *fun*.

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Re: Fun Game Ideas (post your own if you like) Wed, 03 December 2003 17:44 Go to previous messageGo to next message
Micha

 

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freakyboy wrote on Wed, 03 December 2003 22:57

Indeed in irresistable force the idea is to set up camp and build up some defenses as quickly as possible - The SD/IS races would have to sit at one end of the galaxy and the WM at the other (maybe make a Segment shaped galaxy.... thin at the WM end and expanding out to the others????) - the idea is simply to survive the initial battering ram effect of the WM running in at you.

Basically the WM would be a lone race, no diplomacy, no remorse, just cold and brutal. The whole game would be stacked heavily in favour of the WM so much so that it would be nigh on IMPOSSIBLE to not be wiped out by the WM. They'd probably need some stargates set up so they can start to trundle in some ships from day 1.

Winner would be whoever survived the longest: Defend yourself, ally to build a stronger defense, or even attack your fellow player so that they are weaker than you - the choice is yours.


Forseeable problems: Allowing WM to be able to hit hard early, but in small quantities and to ensure that it is impossible for the WM not to win the game.


BJ, something like that came up during the delay of the Penta game, guess you just left the mailing list. Paul suggested one player should be a WM and all others (15) SD (to give the WM a taste how it feels to fight of SDs). To make it viable for the WM and the SDs you need to find a very fine balance.
The balance could be made in several ways: a head start for the WM, different economy styles (possibly combined with a head start), fleet limitations, or (the one I like most) ship design limitations where the SDs would have to rely heavily on their MML/SML hulls and can only use lower warship hulls (max CC?) and the WM could use his BC (possibly his DN) ...

Quote:

Pockets of planets...

IT should build any/any stargates. They're mearly access points from one galaxy to another in the whole massive universe!!!!


I like this idea. Smile The IT gates would be somewhat like WH/jumppoints between the galaxies.
No Random Events to prevent players from getting the jumpgate/MT scouts?

Quote:

The IT race itself would basically be set up with one colony in each pocket (it's probably be best to do a 100yr jump start?) with an any/any stargate. After that (and after everyone sets the IT race to friend) the IT race requires no running at all in any way whatsoever. Mines must NOT be built by the IT race since that would provide free minerals to the SS.


Guess SS should be banned totally, afterall imagine all the salvage that will pill up on the IT planets when wave after wave of invasion forces gets destroyed there!

Quote:

- but otherwise (and I know this is the question you really wanted answering Maim) the host would be able to play in the game no problem Smile Everyone would have a published list of all the portal planets.


Still the host has to place all races in stasis ...

Quote:

The universe would have to be MASSIVE in size to prevent small minefields dominating each cluster of planets (i.e. have normal sized gaps between planets).

Reasons to ban PP: Mass packets inside each cluster would be really dangerous since you'd never see the packet coming. Plus they'd be able to scan pockets by launching a packet past it.

Reasons to ban SS: Since defending your pocket (I'd recommend at least 2 or 3 pockets to every race in the game?) starts at your portal planet an SS race could easily slip through the open space and avoid any such defenses, but then again so could anyone at a high enough tech level. The perfect solution would be to have someone observing each turn file and just having a quick look to make sure no-one is running around "deep space".


If you want to also populate the other islands you have to run around "deep space" since you can't gate your colonists ...
Or maybe make sure everybody has the jumpgate? That would be hard since it requires high techs ... maybe they get a limited number in jumpgate ships from the IT race? Or they could buy more?
Or all IT so no jumpgate needed, and a restriction on gate
...

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icon7.gif  Re: Pockets of Planets. Wed, 03 December 2003 17:57 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Pockets of Planets.

Wink I'd be willing to set this one up and host it...
say a jumpstart of 100 yrs...

uc can make some very large universes....

anyone interested in me spending more time on definition?

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Re: Pockets of Planets. Wed, 03 December 2003 18:42 Go to previous messageGo to next message
EDog is currently offline EDog

 
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donjon wrote on Wed, 03 December 2003 15:57

Pockets of Planets.

Wink I'd be willing to set this one up and host it...
say a jumpstart of 100 yrs...

uc can make some very large universes....

anyone interested in me spending more time on definition?


Wall Bash

*sigh*

3 duels...
2 regular games...
3 kids...
2 jobs...

I really, really, really want to play in this one.

EDog



http://ianthealy.com
Born, grew up, became an adventurer

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Re: Fun Game Ideas (post your own if you like) Wed, 03 December 2003 18:43 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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If we said.... say....

each race has 10 ships with the jumpgate on them - I'd recommend nubians loaded up with jammers, sheilds and BD's so that they wont get targetted in battle to easily. You use ONE ship mixed in with freighters to expand beyond your pocket. Should you lose all 10... you're screwed.

That'd alter the tactics slightly so that you'd have to enter the pocket, secure the gateway and then send in the colonists.

Good point about the host - crap. But then again if donjon is interested in hosting, but not playing... and maim is interested in playing but not hosting... Smile Everyone's happy.

Forcing everyone to play IT is a good idea and it might be worth trying all IT vs no IT and jumpgate ships.


On the subject of SS... it'd be a pretty stupid PRT selection really.

Consider the following...

*Since all defense strategy is based on protecting that stargate AR becomes a pretty good choice.

*WM has no minefields, but their better battle ships and abilities may prove perfect for defending that gateway with a nice fat warfleet? Another bonus would be a super long range scanner fleet could maybe just scan fleets in another pocket a long way-a-way and let you in on the designs... maybe...

*IS can build up some scary breeding fleets safely protected behind their own stargate!!!

*SD could sit detonating minefields over their stargate - that'd be one hell of a repellant... no scout would ever survive the arrival, no chaff would make it either.....

*HE can take low growth and not worry - they can use 100% of the planets in their pocket and just defend that gateway.


I suppose JOAT and CA (to a degree) would lose out alot on the bonus side of things.

I'd expect to see a fair number of WM races in such a set up - especially since defense seems to boil down primarily to that stargate.



One thing that will be interesting is the psychology of the game... Since anyone can gate to anyone's stargate... which stargate do you attack and how many ships do you leave behind??

could you accidently stargate to the same gate as another assault fleet and thus ruin 2 races?

Do you send everything you have and take the risk???


I think public player scores would have to be on for this kind of game really - since scouts couldn't tell you who or what is on the other side the amount of information available in decision making becomes a problem really.

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Re: Pockets of Planets. Wed, 03 December 2003 18:46 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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1. Forfeit the duels (another win to me Smile lol)
2. Quit the 2 regular games and cry "It's my ball and I'm not
playing anymore" while running home to your mum
3. Teach the kids to play and get them to join
4. Quit


Now by no means take that as literal!!!! (apart from the first one... Smile)

but in all seriousness I wouldn't worry about it... I can't see this game starting in 2003 to be honest... to many things to think of and there would be little point in starting a game to put it on hold for a week after it's only been running a week!!!

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Re: Pockets of Planets. Wed, 03 December 2003 18:50 Go to previous messageGo to next message
EDog is currently offline EDog

 
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freakyboy wrote on Wed, 03 December 2003 16:46

1. Forfeit the duels (another win to me Smile lol)
2. Quit the 2 regular games and cry "It's my ball and I'm not
playing anymore" while running home to your mum
3. Teach the kids to play and get them to join
4. Quit


Now by no means take that as literal!!!! (apart from the first one... Smile)

but in all seriousness I wouldn't worry about it... I can't see this game starting in 2003 to be honest... to many things to think of and there would be little point in starting a game to put it on hold for a week after it's only been running a week!!!


1. Bad form, seeing as how I'm the Dueling Club Administrator, Arranger of the Dueling Championship, and other such nonsense.

And by the way, where's your next turn, ya mook?!

2. Bad form, seeing as how I've made some scathing posts about people dropping out of games.

3. Teach them to play? Heck, I'm trying to teach one of them to read, one of them to recognize letters, and one of them to sleep through the night!

4. Hmmm...there's some potential there for finding more time in the day...

I look forward to 2004! wOOt 2

EDog




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Re: Pockets of Planets. Wed, 03 December 2003 18:57 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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maybe a seperate thread required for this???

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Re: Pockets of Planets. Wed, 03 December 2003 20:36 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
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And all of those strategies have weaknesses.
AR? Well, you need to get in, yes. But once you do, you'll likely be able to shred him to pieces.

SD? Sure, that's a problem. But what about stacked gatling DDs? Good sweepers, not going to die right away, and he can't station anything there either; those fields hurt him, too. (Well, anything useful. MMLs and SMLs, okay, but those aren't going to stop a warfleet.)

IS? possibly a problem. On the other hand, he'll have to get through your fleet for his breeders to matter.

WM? Definitely a problem. But... who's he going to attack? He's going to be a prime target.

JoAT is going to be perfectly happy with this setup.
He's going to have more resources in the same pocket than most, after all.

CA has speed, CA always has speed, CA will be the fastest grower at first and might be able to expand to more pockets sooner.

HE... is HE. It's interesting, but has flaws.

SS has disadvantages, certainly, but if you do allow inter-pocket travel, it's a lot more playable again.

And I firmly believe that'd be a good idea anyway. The skirmishing is going to make for a much better game.

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Re: Pockets of Planets. Wed, 03 December 2003 20:52 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Without traveling in space to another pocket, how do you get pop there?


- LEit

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Re: Pockets of Planets. Thu, 04 December 2003 03:22 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Jumpgate ships. It's mentioned above by Micha.

The other alternative is to have everyone IT... but that leads to other problems.

I think allowing players to travel through the empty space might not be a bad idea... as long as the gaps from pocket to pocket are really huge - therefore making any kind of surprise attack in this manner a huge effort - saving it for more of an end game kind of scenario.

I love game ideas that question the "standard" information...

Like NAS is fairly interesting now if you think about it... planet hopping isn't possible... but then when you enter a new pocket it's going to be hard to find what you're looking for.


*SD : no, detonations wont stop a warfleet - but they will stop scouts... and freighters... have you never jumped through a wormhole and landed in an SD field? It's a nightmare!

*AR : they're generally got better tech than you... so getting past them may not be so easy... granted once you are...it's easy going.

*IS : I still don't like the idea of just how many invasion troops they can breed up behind their stargate... it'd really only be limited by the freighters they can build...

*WM : Best attack for worst defense... nothing new. But you still have to get past that fleet of theirs!!!


If you think about it... minerals will play a bigger part in this game than pretty much any other. Since everything rides on a small number of huge fleets (or maybe just 1 huge fleet at your stargate and lots of skirmish ships elsewhere in "deep space") you'll need lots of minerals... HE and AR are perfect for this.

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Re: Fun Game Ideas (post your own if you like) Thu, 04 December 2003 04:06 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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If I hosted (or at least generated) P.o.P. I could give each race a curtain number of Jump Gate Freighters, (More if a race picks ARM).
I can set it up no problem. Be fun!

Maybe even 1 "Jump Gate Giver" ship, so you get a CHANCE to get or Share your jumpgate tech. Until you get the tech for Jumpgates it'll serve as a freighter/scout for you.

I can get every race Jump Gate tech AND still have No random events on! This game idea is a sinch! Well for me anyway... IS should have ARM as a requirement (since otherwise they can only have 2 jump gate freighters... of course I'll have to subtract 1 to give them Jump gate tech.) So they get 3.

I can even get the game set before 100 years! I'm also an IT player by default so getting them gates up will be fun and easy for me.

I can even boast those MC values on your HW if you think minerals are a problem. (without time consuming random seeding.)

I can have this game done in no more than 2 days, and that's if I'm lazy and slacking off too. More likely just a few hours or so.

Additionally, if an IS player was smart he could create "Void Colonies" Reserves of pop floating out in the dark waiting for an invasion or an exodus order.

Also, what spesific complecations would an All IT game have? Asside the eventual ultra stargate scanning. (Heck we could do the same deal with an all IT, make 1 IT a gateway race.. That would be cool as well. Easier setup.)

Also, I think that a natural balance is that MT Catches will be MUCH harder as he'll likely be running through void. I dunno just a thought.


[Updated on: Thu, 04 December 2003 04:31]




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Re: Fun Game Ideas (post your own if you like) Thu, 04 December 2003 11:45 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
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Tell you what Maim - generate it (if you like and don't mind) with a few sample races for fun and e-mail it me. I'll have a look over it and probably end up loading it to some webspace so that anyone interested, but with questions can take a look over the whole thing and decide if they really want to play or not.

No random events and everyone having the jumpgate component would be PERFECT!!!!



As for an all IT game... basically there would be nothing special (apart from the singular "ancient" gateway race and the galaxy shape) about it. You'd just have to deprive the IT races of the infinity/infinity gate (apart from the "ancient" one) and the 100kt/infinity and maybe the infinity/800ly stargate. Obviously the gap between pockets would need considerable expansion.

The 100/250, 150/600, 300/500 and 300/infinity would all be fine to use still.

Again... using your own gates would be possible, but why would you want to when you can get anywhere in 3 jumps instead of only to the next planet in 1 jump... but with masses of damage.

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Re: Fun Game Ideas (post your own if you like) Thu, 04 December 2003 15:39 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Alrighty, I'll put together a game and let you get a look at it.
Did you want Tappered or solid clusters? Ah guess it doesn't matter, You'll probably send me a map anyway, so this time I get to do it MY way. Twisted Evil


[Updated on: Thu, 04 December 2003 15:40]




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Re: Fun Game Ideas (post your own if you like) Fri, 05 December 2003 06:01 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

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Okay, I've been working on a test map for PoP. So far I can fairly easily get all the "islands" to have just 1 person on them. No problem. I can suspend the colonists, no problem. The point I start getting into trouble is when I start going through ALL (15) turn files and editing them. Same orders over... and over. and over. Ergo. I strongly recommend NOT having a 'full deck of cards' on this one. Just too much work for 1 person (I start making mistakes.) The map editing and sorting is really easy by comparison. I got that done in like 1 gen or so, and a maybe a half hour, no sweat. But all that redundant micro managing... AHHHH!!!

I WAS leaving 100 colonists on the surface.... Maybe I shouldn't next time. And the ship design I used for the jump gate freighters, might be up for questioning. But that's okay. (a nub that holds 6000kt, has 3 Jump gates, and 6 multi contained munitions.., and a gal scoop, cause I could.) Could be a bit much. Perhaps just a Super Freighter with goodies is all that's required.

Mmmm Stealth Super Duper Freighter...

I'll try it again.... But yeah.. The map editing bit is easy. And I could do it in less than 100 years. But.. Honestly, I don't care anymore. Smile Starting at a weird year is even cooler in my opinion. Oh. And as far as all the other things I said. Yeah I can still do them. If anyone wants to see my first attempt or so... They're welcome to...


Question: what if SS were banned, but the Jump Freighters had Robber Barrons? Anyone against that?


[Updated on: Fri, 05 December 2003 06:02]




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Re: Pockets of Planets - starting ships Fri, 05 December 2003 09:20 Go to previous messageGo to next message
Micha

 

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Registered: November 2002
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freakyboy wrote on Thu, 04 December 2003 00:43

If we said.... say....

each race has 10 ships with the jumpgate on them - I'd recommend nubians loaded up with jammers, sheilds and BD's so that they wont get targetted in battle to easily. You use ONE ship mixed in with freighters to expand beyond your pocket. Should you lose all 10... you're screwed.


Ahum, hate to ruin the party but this won't work, ALL ships in a fleet need to have a jumpgate, else the fleet won't ... jump. This means you would only have those 10 ships and nothing else ...
This also means that if you want to expand to another pocket and you have to colonize a planet that you lose the jump gate ship (which has to fit a colonizer pod, oh and cargo pods of course, possibly the MT one) ... or you have to make sure you can drop on a race already living in this cluster ... (hm, the IT colonizing all planets in the universe? Grin )

Quote:

Forcing everyone to play IT is a good idea and it might be worth trying all IT vs no IT and jumpgate ships.


I'd prefer the diversity of races vs all IT ...

BTW, we're discussing this game in two topics, and topics can't be merged, I suggest continueing in the other one (started by donjon),

mch


[Updated on: Fri, 05 December 2003 09:20]

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Re: Pockets of Planets - starting ships Fri, 05 December 2003 19:45 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Ahum, hate to ruin the party but this won't work, ALL ships in a fleet need to have a jumpgate, else the fleet won't ... jump. This means you would only have those 10 ships and nothing else ...
This also means that if you want to expand to another pocket and you have to colonize a planet that you lose the jump gate ship (which has to fit a colonizer pod, oh and cargo pods of course, possibly the MT one) ... or you have to make sure you can drop on a race already living in this cluster ... (hm, the IT colonizing all planets in the universe?
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Yes all ships have to, but not all ships NEED TO, you won't get anymore until you get the tech, that's correct. But no you likely won't start with 10, Unless A) someone knows how to determine the number of starting ships given (outside of the default count for each race), or B) you expect the IT race to build them for everyone. (A possible but rather annoying possiblity as far as setup goes.)

Also, if your a "Smart" person, you gate an empty colony ship through normally, then you jump the crew for that ship there. You colonize with the COLONY SHIP, not the jump gate ship. DUH! You then either transfer the surplus crew to another freighter that's gated in or the planet, or you jump back home. Colonizing with the jump freighter is just stupid if you can't make more Crazy

IT colonizing everything? That's insane. Next question...

Actually though 2 similar ideas are being discussed in 2 threads the 2 are not the same. They are just 2 tangent ideas that come from the same source. I think they should stay split as is.

And last, yup diversity is cool. Smile



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Re: Pockets of Planets - starting ships Mon, 08 December 2003 22:52 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Okay, so we've esstablished that a varient of "Islands of IT" ["Pockets of Planets"] would be cool. Anyone like any of the other ideas stated by either, myself or Freakboy?


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Re: Fun Game Ideas (post your own if you like) Tue, 09 December 2003 16:28 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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Capn' - I really like the following ideas from your first post:

Star Control 2 - I've always liked the idea of conquering other races, as opposed to exterminating them.

Age After the Ancients - Big time bonus for hyper agressive colonization!

I also would like a game of 10 races in a small dense galaxy with slow tech advance turned on and all races restricted to at least 3 expensive and no cheap tech, forced to fight extensively with cruisers, might never even get to Nubians!

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Re: Fun Game Ideas (post your own if you like) Tue, 09 December 2003 18:22 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Cool, round up a few harty souls and I'll post or repost the games in the announcments forum. Smile


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Re: Fun Game Ideas (post your own if you like) Tue, 09 December 2003 18:25 Go to previous messageGo to previous message
overworked is currently offline overworked

 
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vonKreedon wrote on Tue, 09 December 2003 16:28

Capn' - I really like the following ideas from your first post:

I also would like a game of 10 races in a small dense galaxy with slow tech advance turned on and all races restricted to at least 3 expensive and no cheap tech, forced to fight extensively with cruisers, might never even get to Nubians!


I did two games way back when with 5-6 races in a small with a hull limitation rule. Effectively limited warships to destroyers and frigates (mini-morphs allowed if the MT was kind to you.)

IIRC, the general rule was hulls with 8 items or fewer. (Not slots, total parts). That essentially allowed all the freighters and smaller ships.

- Kurt

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