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icon3.gif  New Game: Thirteen Gates Sun, 07 December 2003 21:22 Go to next message
donjon is currently offline donjon

 
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Game summary: The huge (3000 ly per side) map has 13 sectors. Each sector is roughly 160 ly in diameter. Each race will start in a single sector.

Also, in each sector is one world held by the Traveller's Guild (this location is NOT revealed to the players and must be discovered.) The Guild, has all players set to friend and allows use of their stargates to afford inter-sector travel (each sector has rougly 700-800 ly separating them.)

Discovering destinations is described in the Guild description section below.

The object of the game is to have uncontested battlefleets at all 13 Guild planets... On the turn this occurs. Victory is declared.

The Guild (the host race)
Is an ancient race inhabiting this quarter of the galaxy, they wish to go beyond the rim, but wish a worthy race to take their place and not leave the galaxy in chaos.

They provide:

  1. Use of their gates to all races.
  2. They will afford shipments of minerals to specific destinations for all races.
  3. They will (for a cost) provide the location of the other gateways in the other sectors. (this is a flat fee of 1000 kt per gateway name, one only allowed per year)
  4. They will build large freighters for a race, equipped with the MT Jump Gate Technology, these freighters will never exceed the races technology level, with the exception of the Jump Gate itself, and will not use race-specific items. The cost for these items is the (mineral cost+resource cost+200) of the ship in minerals solely.
  5. All sales of ships are public, unless the buying race wishes to double the price, in which case the sale will be private.

The Setup:
There will be a lag time in the setup of this game, it will take at least a few years for the host to ensure he has Jumpgate technology(he will regen if he doesn't get it). During this time, you races will be placed in "stasis" accumulating nothing, all races will have pop and mins recorded on year 2400, the population will then be shipped to space in freighters equipped with colo pods so they can then recolonize their world at the start of the game proper you will then need to construct starbases (sorry Sad)

Other general info is listed below

REGISTERED Version JRC4; Players will use JRC3.
Turn generation: turns 1-20 every 24hrs, turns 21-80 3 times a week, turn 81 and beyond - player vote.
Turns generated through Autohost
Universe size & density: large sparse. (roughly 30 stars per sector) remapped onto a huge(7) universe.
PRT Restrictions: No SS, No PP, No IT.
Movement Restrictions: Inter-sector travel, and stargate travel is permitted, however, with 800 light-years between sectors stargate travel using your own stargates will likely be costly.
Skill level: intermediate and above
Player positions one per sector.
Accelerated bbs play.
Chaff & split fleet dodge allowed
No Public Player Scores
Random Events: Yes

Victory Conditions:

The object of the game is to have uncontested battlefleets at all 13 Guild planets... On the turn this occurs. Victory is declared.

"Uncontested" means any ship with a rating at a Guild planet, with no other race having a ship with a rating at the same Guild planet.

Alliance victory: according to the victory conditions stipulated, it is not possible for an alliance to win. However, you may have alliances within the game Wink

email me at: donjon at btl dot net
BTW: Submit password protected races, but supply the password (I will need them for universe generation, and also in case someone drops out).


[Updated on: Mon, 08 December 2003 22:59]

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Re: New Game: Thirteen Gates Mon, 08 December 2003 00:37 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
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This sounds good. If there is room, when would you like to have the race files in?

Also, can those venerable ancients who control the gates be influenced? Say to disallowing transportation for another race for a few years? Or other such interesting quirks...

{ehem. spelling ehem!)


[Updated on: Mon, 08 December 2003 00:38]




Rapid Weasel News Agency, We've got the Rabid!

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Re: New Game: Thirteen Gates Mon, 08 December 2003 09:29 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Shadow Whist wrote on Sun, 07 December 2003 23:37

This sounds good. If there is room, when would you like to have the race files in?

Also, can those venerable ancients who control the gates be influenced? Say to disallowing transportation for another race for a few years? Or other such interesting quirks...

{ehem. spelling ehem!)


No, the Guild is completely impartial. There is only one thing which could cause them anger and that is if they are attacked, then they will close gate travel to the offending race permanently.

I would like the racefiles in soon, gentime being what it will be, and the time of the year... I would like to have the game start between christmas and new year.

regards,
donjon.


[Updated on: Mon, 08 December 2003 09:40]

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Re: New Game: Thirteen Gates Mon, 08 December 2003 13:13 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Two questions:

1) If an Ancient gate-planet is destroyed does it no longer count in relation to the victory conditions? (i.e. only need to hole 12 gates.)

2) Is there going to be a minimum fleet requirement for "holding" a gate? (Or will a single armed scout be deemed sufficient, thus making a "scout rush" strategy a possibility.)

Also, presumably the races will be doing mineral alchemy during the hold period to prevent research.

- Kurt

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Re: New Game: Thirteen Gates Mon, 08 December 2003 14:20 Go to previous messageGo to next message
donjon is currently offline donjon

 
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overworked wrote on Mon, 08 December 2003 12:13

Two questions:

1) If an Ancient gate-planet is destroyed does it no longer count in relation to the victory conditions? (i.e. only need to hole 12 gates.)

My hope is no one will decide to destroy a gate planet, and they will be well protected. If a gate goes down it will be restored if possible, and if it cannot be, then the gate count will drop.
overworked wrote


2) Is there going to be a minimum fleet requirement for "holding" a gate? (Or will a single armed scout be deemed sufficient, thus making a "scout rush" strategy a possibility.)

No minimum other than that the fleet has a rating. However, a scout rush would require expenditure of 12000kt of minerals, and a means to effect the payment, which means at least con 8 likely.
overworked wrote


Also, presumably the races will be doing mineral alchemy during the hold period to prevent research.

- Kurt

quite correct...
in my sim I am still waiting for a jumpgate... at 275 years...i am liable to cut off the wait after 200 years because all is maxxed, and just catch every MT which appears... then announce the jumpgate tech when it appears. Everything would be done one the sly, so an MT could not be associated with the specific tech. This does not preclude the possiblilty of another race acquiring the tech, but does not aid it. I suspect I am getting mostly tech advance MT's due to the disparity in tech between my race and the rest of the races.

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Re: New Game: Thirteen Gates Mon, 08 December 2003 14:58 Go to previous messageGo to next message
Micha

 

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donjon wrote on Mon, 08 December 2003 20:20

overworked wrote

Also, presumably the races will be doing mineral alchemy during the hold period to prevent research.

- Kurt

quite correct...

But the races can still build factories and mines? Will the first turn be played? Any other turns?

An HP will have 5000+ starting resources, a -f will have ...

mch

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Re: New Game: Thirteen Gates Mon, 08 December 2003 15:16 Go to previous messageGo to next message
overworked is currently offline overworked

 
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donjon wrote on Mon, 08 December 2003 14:20

overworked wrote on Mon, 08 December 2003 12:13

Two questions:

overworked wrote


2) Is there going to be a minimum fleet requirement for "holding" a gate? (Or will a single armed scout be deemed sufficient, thus making a "scout rush" strategy a possibility.)

No minimum other than that the fleet has a rating. However, a scout rush would require expenditure of 12000kt of minerals, and a means to effect the payment, which means at least con 8 likely.




What an interesting assumption...

- Kurt

[Mod edit: fixed quote]


[Updated on: Mon, 08 December 2003 16:01] by Moderator


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Re: New Game: Thirteen Gates Mon, 08 December 2003 15:27 Go to previous messageGo to next message
gible

 
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overworked wrote on Tue, 09 December 2003 09:16

donjon wrote on Mon, 08 December 2003 14:20

No minimum other than that the fleet has a rating. However, a scout rush would require expenditure of 12000kt of minerals, and a means to effect the payment, which means at least con 8 likely.



What an interesting assumption...

- Kurt


hehehe.. I was going to refute this myself...but maybe now I won't Wink

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Re: New Game: Thirteen Gates Mon, 08 December 2003 15:40 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
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Further questions.

Can a NAS race purchase penscan ships?
Can ships without a JG be purchased?
Can an OBRM/non-ARM race purchase remote-miners they can't produce?

What about a WM purchasing minelayers?
What about a *non*-WM purchasing minelayers?

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Re: New Game: Thirteen Gates Mon, 08 December 2003 15:45 Go to previous messageGo to next message
TheQ is currently offline TheQ

 
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donjon wrote on Mon, 08 December 2003 13:20


overworked wrote

2) Is there going to be a minimum fleet requirement for "holding" a gate? (Or will a single armed scout be deemed sufficient, thus making a "scout rush" strategy a possibility.)
No minimum other than that the fleet has a rating. However, a scout rush would require expenditure of 12000kt of minerals, and a means to effect the payment, which means at least con 8 likely.
overworked wrote

Also, presumably the races will be doing mineral alchemy during the hold period to prevent research.
quite correct...
in my sim I am still waiting for a jumpgate... at 275 years...

After 275 years, I think it is quite possible that a player can have 12000Kt of minerals. After all, every HW starts with 10 mines. As for transporting the mineral, 30 to 48 privateers should do the trick.

Starting mineral concentration is the wild card. Taking the alchemy LRT with hightly efficient mines should offset this, though.

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Re: New Game: Thirteen Gates Mon, 08 December 2003 16:36 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Sotek wrote on Mon, 08 December 2003 14:40

Further questions.

Can a NAS race purchase penscan ships?
Can ships without a JG be purchased?
Can an OBRM/non-ARM race purchase remote-miners they can't produce?

What about a WM purchasing minelayers?
What about a *non*-WM purchasing minelayers?


No, as the host is aware of the restrictions based on the race and will require a browse to ensure tech requirements... the Guild will not create any ship which the race cannot create nor add any component which the race cannot add to the ship. However, if the WM race has the MT tech to allow the building of layers, that will change the situation.

A non-WM purchasing minelayers would be possible, but only at the basic level.... remember the JG, that is the only component which will be added which the race presumably cannot add.

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Re: New Game: Thirteen Gates Mon, 08 December 2003 16:41 Go to previous messageGo to next message
donjon is currently offline donjon

 
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TheQ wrote on Mon, 08 December 2003 14:45


After 275 years, I think it is quite possible that a player can have 12000Kt of minerals. After all, every HW starts with 10 mines. As for transporting the mineral, 30 to 48 privateers should do the trick.

Starting mineral concentration is the wild card. Taking the alchemy LRT with hightly efficient mines should offset this, though.




Which is the main reason I don't want to wait for 275 years... I will wait only long enough to ensure I have the required tech for any/any gates... even maxing the other techs is rather silly. Chasing MTs is not really an enjoyable occupation, I'd rather have the players playing and chase after them then.

However, a nonstandard LRT you might wish to play to good effect would be LSP... by the end of the gen period it would not matter.

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Re: New Game: Thirteen Gates Mon, 08 December 2003 16:44 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
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You answered most of my questions, but there is one minor one yet: What about purchasing ships you can build that do *not* have the Jumpgate on them?

Allowed or no?

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Re: New Game: Thirteen Gates Mon, 08 December 2003 16:48 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Sotek wrote on Mon, 08 December 2003 15:44

You answered most of my questions, but there is one minor one yet: What about purchasing ships you can build that do *not* have the Jumpgate on them?

Allowed or no?


No, The Guild is not interested in becoming a manufacturing company... supply of the Jumpgate in this non-standard universe is of primary concern.

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Re: New Game: Thirteen Gates Mon, 08 December 2003 17:23 Go to previous messageGo to next message
LEit is currently offline LEit

 
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I can think of several things to do to dominate this game:

1) the scout rush (Just to repeat, you don't need 12k minerals)
2) Mid to Low growth and LSP
3) Buy JG ships for tech, scrap them for energy 16, prop 20, con 20, and elec 16, also take those 4 fields expensive for RW points, although AR might want to only take energy normal. And con expensive might be pushing it too.
4) Play AR
4a) big fleets to guard gates
4b) tons of minerals to buy ships
4c) a guarenteed HW in each cluster
4d) easy distribution within a cluster (small radius)
4e) reduction of ARs biggest problem, defend one world well, and you've got a cluster covered



- LEit

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Re: New Game: Thirteen Gates Mon, 08 December 2003 17:45 Go to previous messageGo to next message
donjon is currently offline donjon

 
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LEit wrote on Mon, 08 December 2003 16:23

I can think of several things to do to dominate this game:

1) the scout rush (Just to repeat, you don't need 12k minerals)


? Why would you think you don't need 12K to get 12 destinations? If you are thinking that an ally can supply destinations to you, what advantage would an ally get in giving you their destination?
Why would they wish to give you access to their personal sector? And, how would you acquire all the others?
LEit wrote


2) Mid to Low growth and LSP


Low growth in a race would hurt after you've pulled down to your max growth level on the homeworld. And colonization extra-sector is not going to be a quick thing, you are looking at a 25 year lag with starting prop in establishment of a colony. 25 years in which the owner of the sector can advance presumably in defense.
LEit wrote


3) Buy JG ships for tech, scrap them for energy 16, prop 20, con 20, and elec 16, also take those 4 fields expensive for RW points, although AR might want to only take energy normal. And con expensive might be pushing it too.


Abuse will not be tolerated.
LEit wrote


4) Play AR
4a) big fleets to guard gates
4b) tons of minerals to buy ships
4c) a guarenteed HW in each cluster
4d) easy distribution within a cluster (small radius)
4e) reduction of ARs biggest problem, defend one world well, and you've got a cluster covered


How would AR ensure a homeworld in each sector? AR cannot gate colonists. Unless they pay for JGs which is not a guarantee mind you... based upon my test run.

I would really like to know how these envisioned exploits would work, with the exception of 3 which would be closely monitored. Purchasing cheap ships for scrap would not happen.

I guess, the isolation, within the game is the primary point, and the game I envision is more akin to "stratego" than "risk." If the spirit is not there, I am not interested in hosting.


[Updated on: Mon, 08 December 2003 17:52]

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Re: New Game: Thirteen Gates Mon, 08 December 2003 20:28 Go to previous messageGo to next message
LEit is currently offline LEit

 
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donjon wrote on Mon, 08 December 2003 17:45

? Why would you think you don't need 12K to get 12 destinations? If you are thinking that an ally can supply destinations to you, what advantage would an ally get in giving you their destination?
Why would they wish to give you access to their personal sector? And, how would you acquire all the others?

Send a pile of scouts (armed is probably best) to the nearest Gate world (JOAT scanning helps find this FAST). Starting with 1000 resources, you could build chaff class ships for 16 resources each, or 50 a turn. 1 turn to find the world, 2 turns to get there, then gate to all worlds, 100 the first time, +50 more each turn, in 4 or 5 turns you should have a chaff on every gate.

donjon wrote on Mon, 08 December 2003 17:45

LEit wrote

3) Buy JG ships for tech, scrap them for energy 16, prop 20, con 20, and elec 16, also take those 4 fields expensive for RW points, although AR might want to only take energy normal. And con expensive might be pushing it too.

Abuse will not be tolerated.

Define abuse then? A LF with just a jump gate and a cheap engine is a resonable request. It's also fairly cheap, therefore makes a decent tech scrapper if scouts are denied.

donjon wrote on Mon, 08 December 2003 17:45

How would AR ensure a homeworld in each sector? AR cannot gate colonists. Unless they pay for JGs which is not a guarantee mind you... based upon my test run.

You've banned IT, so no one can gate colonists without JGs. However that doesn't affect this topic at all. You've said that each person is in their own 160ly diameter cluster. I assume (although you did not state this) that each starts on their own HW, so therefore there is one HW per cluster. You 'just' have to kick them off.

donjon wrote on Mon, 08 December 2003 17:45

I guess, the isolation, within the game is the primary point, and the game I envision is more akin to "stratego" than "risk." If the spirit is not there, I am not interested in hosting.


It's a fine goal, just given your rules, there are several exploits that are easy to spot. You probably want to increase the cost of bought ships, say add 200 to the cost you have. Also it's probably smartest if you limit it to just LFs with a IS10 engine or something. I'm still not sure how you prevent people from scrapping ships they buy for the JG or for tech.

To stop the scout rush, this message should fix most of it, people will be alert and one person grabbing all gates early is much less likely. The other thing you could say is that a person cannot gate unless they tell the host which gate they are going to. You could also turn off gates for the first 20 turns or so.

There isn't much you can do to cut down on the power of AR. One thing is to give battle scrap to the winner if it's over a gate world. It seems likely that there will be a lot of big battles at gate worlds, so the scrap will be important, and having it go away is another AR advantage. You could just upload minerals to whoever is in control of the orbit every turn, limited to 1200 per LF (or 3000 per SF). Limiting the bought ships to just JG LFs would also hurt AR. AR could afford to buy tons of JG combat ships otherwise.

Expanding the radius of a cluster would hurt AR too. Also do you realize that 800 ly through a 300/500 is very safe? 10% or less vanish to the void. I'm not sure why you'd bother however it might be worthwile to increase the distance between clusters some if it's not a problem.

If you want to get the jump gate, gen till turn 40 (or later if you want the tech without the 'Summer' cheat), then save the files. Meet the first MT, if no gate, restore to 40 and try again. And again... till you get the part you want.
...




- LEit

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Re: New Game: Thirteen Gates Mon, 08 December 2003 21:57 Go to previous messageGo to next message
sprocket is currently offline sprocket

 
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O.K. I changed my mind Les, I will post,

To prevent any developement issues:
Have the Guild keep the players in freighters over their HW until the game starts,no HW mining whatsover will occur
<except a smal tad before the upload>
Eliminates the AR issue as well as the early cheesey win.
No LSP bonus since you wont grow in orbit, guild can trim the orbital pop overage beyond appropriate start levels.
<I could hear IS guys drooling>
Mineral alchemy wont give a pregame advantage either.

Hows that for plugging loopholes?

sprocket
a.k.a."Dances with Rules"




Dieter of sprockets

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Re: New Game: Thirteen Gates Mon, 08 December 2003 23:04 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Ok, taking all the input you guys have made into this, and I do thank you, despite the fact that I might have seemed slightly peeved at some times. I have rewritten the game, please refer to the previous entry (first.) I feel this is of epic proportions similar to my previous octagons, which I know some people felt slightly favoring some races. Chuckle.

Anyway, take a gander, and those of you who have submitted races already, may wish to edit your races slightly... feel free Wink

thanks people Cool

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Re: New Game: Thirteen Gates Tue, 09 December 2003 03:17 Go to previous messageGo to next message
Micha

 

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donjon wrote on Mon, 08 December 2003 03:22


The Setup:
There will be a lag time in the setup of this game, it will take at least a few years for the host to ensure he has Jumpgate technology(he will regen if he doesn't get it). During this time, you races will be placed in "stasis" accumulating nothing, all races will have pop and mins recorded on year 2400, the population will then be shipped to space in freighters equipped with colo pods so they can then recolonize their world at the start of the game proper you will then need to construct starbases (sorry Sad)

Then why evacuate everything? If you are recording pop and mins and shipping to space anyway it would be better if you just let the pop grow (empty queue) and than upload all that wasn't there in the first turn and space it. Simple as that and the base stays.
Bases are expensive to buy in the first years ...
And what about AR? Confused They'll have to start with just a fort ...

Quote:

Victory Conditions:

The object of the game is to have uncontested battlefleets at all 13 Guild planets... On the turn this occurs. Victory is declared.

"Uncontested" means any ship with a rating at a Guild planet, with no other race having a ship with a rating at the same Guild planet.

Alliance victory: according to the victory conditions stipulated, it is not possible for an alliance to win. However, you may have alliances within the game Wink


Hm, so you would have to even kill your allies fleet if you want to win ...

mch


[Updated on: Tue, 09 December 2003 03:19]

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Re: New Game: Thirteen Gates Tue, 09 December 2003 03:25 Go to previous messageGo to next message
Micha

 

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LEit wrote on Tue, 09 December 2003 02:28

There isn't much you can do to cut down on the power of AR. One thing is to give battle scrap to the winner if it's over a gate world. It seems likely that there will be a lot of big battles at gate worlds, so the scrap will be important, and having it go away is another AR advantage. You could just upload minerals to whoever is in control of the orbit every turn, limited to 1200 per LF (or 3000 per SF). Limiting the bought ships to just JG LFs would also hurt AR. AR could afford to buy tons of JG combat ships otherwise.

I like the way Captain Maim can handle the salvage, all gate planets belong to an AR so you can place a remote miner in orbit. Smile

mch

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icon10.gif  Re: New Game: Thirteen Gates Tue, 09 December 2003 07:23 Go to previous messageGo to next message
overworked is currently offline overworked

 
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donjon wrote on Mon, 08 December 2003 23:04

Ok, taking all the input you guys have made into this, and I do thank you, despite the fact that I might have seemed slightly peeved at some times. I have rewritten the game, please refer to the previous entry (first.) I feel this is of epic proportions similar to my previous octagons, which I know some people felt slightly favoring some races. Chuckle.

Anyway, take a gander, and those of you who have submitted races already, may wish to edit your races slightly... feel free Wink

thanks people Cool


I think the set-up is a bit more concise than it was before.

I'm glad you understand that I (and others) were trying to make constructive input, not simply attempting to get under your skin.

I brought up the "scout rush" concept since I figured the last thing you wanted was to spend considerable time doing game set-up and then be presented *in game* with someone asking for a victory condition check 5-6 turns in. "Cheesy" (as Sprocket described it), perhaps. Or, simply an outrageous solution to the victory condition puzzle that slipped under the radar of your expectations/intentions for the game?
[And I expect at this point that 1-2 players will make sure they get an armed ship to the local gateworld quickly just to make sure no one attempts this anyways.]

And I learned from this as well. I'm thinking of adding something to my game advertisements in the future spelling out what I'm trying to achieve with the set-up/parameters.

- Kurt

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Re: New Game: Thirteen Gates Tue, 09 December 2003 10:30 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Micha wrote on Tue, 09 December 2003 02:25

LEit wrote on Tue, 09 December 2003 02:28

There isn't much you can do to cut down on the power of AR. One thing is to give battle scrap to the winner if it's over a gate world. It seems likely that there will be a lot of big battles at gate worlds, so the scrap will be important, and having it go away is another AR advantage. You could just upload minerals to whoever is in control of the orbit every turn, limited to 1200 per LF (or 3000 per SF). Limiting the bought ships to just JG LFs would also hurt AR. AR could afford to buy tons of JG combat ships otherwise.

I like the way Captain Maim can handle the salvage, all gate planets belong to an AR so you can place a remote miner in orbit. Smile

mch


Personally, I have a problem with Captain Maim's solution,

  • A Death Star carrying an any/any gate offends the original design of the game.
  • The AR PRT is hacked and so unusable in play.
  • The host race is totally ineffective. (which is a choice for the host, of course.) Personally I would like to see interaction with the Guild.

I am willing to consider the idea of uploading mins to the race to the standing race at a gate, but would need to consider, how much and on what frequency. Mins are not totally useless to the host, he is and will chase the MT to get tech and toys.

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Re: New Game: Thirteen Gates Tue, 09 December 2003 11:04 Go to previous messageGo to next message
LEit is currently offline LEit

 
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I still think AR will be dominate. That may not be a bad thing. However I have some ideas to reduce their power.

donjon wrote on Sun, 07 December 2003 21:22

Each sector is roughly 160 ly in diameter.

Increase this will harm AR more then other races I think.

donjon wrote on Sun, 07 December 2003 21:22

Also, in each sector is one world held by the Traveller's Guild (this location is NOT revealed to the players and must be discovered.)

After finding the first one, the rest can easily be located by sending a ship through to every other world. There isn't much you can do to prevent that, except perhaps, asking players not to, most players will be nice and listen to what you ask them to do.

donjon wrote on Sun, 07 December 2003 21:22

The cost for these items is the (mineral cost+resource cost+200) of the ship in minerals solely.

I think this might work well to include the resource cost to the race: The cost should be a ship (without the Jump Gate) that otherwise matches what you're ordering, perhaps adding additional components to get up to the cost of the Jump Gate. Of course the Guild race will scrap these ships, he won't have enough slots to keep them.
You might have to charge a bit more to make up for the losses in minerals, but the more minerals you charge, the more it hurts non-AR races compared to AR races.

donjon wrote on Sun, 07 December 2003 21:22

you races will be placed in "stasis" accumulating nothing, all races will have pop and mins recorded on year 2400, the population will then be shipped to space in freighters equipped with colo pods so they can then recolonize their world at the start of the game proper you will then need to construct starbases (sorry Sad)


You could leave 100 pop on the surface, and set the queue to alchemy. That will do a trivial amount of alchemy and mining. This will keep the gates up. If you do this, IS races should NOT be in orbit and should completly fill the freighters that they are in (minerals can top them off), they'll overflow to the surface. Also you should check the worlds every 10 years or so in case they start growing.

donjon wrote on Sun, 07 December 2003 21:22

Movement Restrictions: Inter-sector travel, and stargate travel is permitted, however, with 800 light-years between sectors stargate travel using your own stargates will likely be costly.


For range overgating it's not really that bad. However, with the Guild gates available, I doubt anyone will use their own gates, execpt in emergencies.



- LEit

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Re: New Game: Thirteen Gates Tue, 09 December 2003 11:10 Go to previous messageGo to previous message
LEit is currently offline LEit

 
Lt. Commander

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donjon wrote on Tue, 09 December 2003 10:30

Mins are not totally useless to the host, he is and will chase the MT to get tech and toys.


You could add another host run race: A one world wonder AR race that just supplies minerals to the Guild. That also deals with the problem of cost of ships if you use the swap method. However, keeping stuff straight on your worlds migh be complex. You could build NO mines on the Guild worlds, but that makes setup harder.

The '0 cost' cheat could help with that, also would allow the SS race into the game, as you wouldn't have to do any research. You might also be able to let the PPs back in, although this would be a very hard game for PPs to compete in, PP wouldn't help at all in getting a foothold in a cluster.



- LEit

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