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Re: Fun Game Ideas (post your own if you like) Wed, 10 December 2003 03:42 Go to previous messageGo to next message
McKulz is currently offline McKulz

 
Petty Officer 3rd Class

Messages: 40
Registered: November 2002
Location: England

I've always been interested in a game where everybody is limited to using the same ship designs.

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Re: Fun Game Ideas (post your own if you like) Wed, 10 December 2003 10:11 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Another idea:

Instead of banning CA, or limiting them some how, make every one a CA: Everyone starts the game with a pile (100 or so) of OA ships. Some thought needs to be put into the design so that they can go warp 10, but don't provide a boost to cloaking and/or early fuel issues. Probably a mini-miner with the IS10 engine. If this is not Maim-able or if some one else hosts and he plays, then the 0-cost setup can easily be used with a host CA race that build several thousand of them for no cost, and hands them out. Getting them to all the other players might be a bit tricky.



- LEit

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Re: Fun Game Ideas (post your own if you like) Wed, 10 December 2003 10:48 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

LEit wrote on Wed, 10 December 2003 15:11

Maim-able


Laughing ROFL ROFLMAO

but anyway...

...I like the idea of limiting a CA race by some means. As you said on RGCS for the WWMF game: publish a list of CA homeworlds and ban CA's from taking TT.

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Re: Fun Game Ideas (post your own if you like) Wed, 10 December 2003 11:31 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Quote:

...and ban CA's from taking TT.


You'd want to just Ban CA's totally, then. You can get nearly the same performance with a non-TT CA. I dueled another player several times, as he tried to prove it was actually better. The break point, IIRC seemed to be about TT25. Once I hit that mark, I just took off on him.

Up to that point, though, he was able to get a mid game boost in tech, as he didn't need to have cheap Bio. This means that some other tech will be cheap... He couldn't quite burst my defensive bubble in time, but against a non CA, I doubt it would make much difference.

Another thought would be to allow the non-TT CA only if they take at least 1 hab immunity. That would reduce the instaforming advantage a little. Smile

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Fun Game Ideas (post your own if you like) Wed, 10 December 2003 16:22 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

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

LOL.. Mmm.. Maimable. Uh.. Yeah I could do that, though OA pods DO cloak by nature.. Can't help that. Could give them Enigma's.. Same fuel curve as IS10 but it cuts to zero before warp 6.

As for getting them to everyone. Ah.. That's easy. Only takes 1 turn after I get all them ships made. Very Happy



Rule 1: "Pillage, THEN burn!"

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Re: Fun Game Ideas (post your own if you like) Wed, 31 December 2003 09:13 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Fly-paper (?)

Neutral party plays an SD which gets a head start to research and build enough minelayers to infest the entire universe with minefields. Twisted Evil He will set all other players to neutral/enemy and everyone has to set him to friend, battle orders to sweep the fields are not allowed! Evil or Very Mad

The omnipresent minefields could be all three types but I've the feeling that speedbumps might be better, they have the highest chance to stop a speeding fleet and will not damage it. Also safe warp5 since warp4 is really slow ... Or only heavies, safe warp6 but when you hit a mine the price is much higher than with speeds! Less chance to hit one though.
I could add some "death spots": smaller standard minefields set to continous detonating! Twisted Evil But those would need to be placed in such a way no player has a disadvantage because of them, makes it harder to setup ...

Or maybe remap the univ with circles without planets (radius depending on univ size and density) and fill that void with a detonating minefield, could be explained as a Black Hole (name for the minelayer in the center!) that sucked up the stars and damages fleets that come to close. Very Happy



Of course this is a very unbalancing setup for certain PRT's, it might also prove to be an interesting race design ... A few things that already popped up in my mind:
  • IT needs to be banned, no doubt about that ... or ban all gates!? Shocked
  • SD and SS will also have an advantage over the other races because of their higher safe speed through the minefields ...
  • WM are no longer hurt by not being able to lay minefields.
  • Pop will be travelling much longer, good for IS, bad for AR.
  • Lower pop growth to reduce overcrowding?
  • Higher prop levels don't mean much anymore, expensive prop for everyone! Grav immune for everyone?! Wink
  • The rad ram scooping at warp 6 could be all you need! Also rad immune for everyone?! Wink
  • CE? Twisted Evil
  • No random events since this time it will be very hard to catch that MT! (Zoid, you like that? Wink )


Side notes:
I know there is a limit somewhere for minefield size, above x mines or above x ly they disappear, or possibly that bug appeared because too much of the minefield fell off the map, can't remember exaclty.
The neutral party would also need to keep an eye on decay and growth of the fields, especially when the Black Holes are used.

mch

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Re: Fun Game Ideas (post your own if you like) Wed, 31 December 2003 20:59 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
Chief Warrant Officer 2

Messages: 167
Registered: November 2002
Neat idea, Micha.

But there's one thing you're overlooking; chaff-sweeping.

It's, after all, not a battleorder.

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 03:20 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Sotek wrote on Thu, 01 January 2004 02:59

Neat idea, Micha.

But there's one thing you're overlooking; chaff-sweeping.

It's, after all, not a battleorder.


Ah! You're right, hadn't thought of that, so chaff sweeping should be banned. Smile Easy enough to check.

mch

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 06:36 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Micha wrote on Thu, 01 January 2004 09:20


Ah! You're right, hadn't thought of that, so chaff sweeping should be banned. Smile Easy enough to check.

You can't chaff-sweep frind's minefields.
BR, Iztok

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 06:38 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
Chief Warrant Officer 2

Messages: 167
Registered: November 2002
You can't chaff-sweep minefields of people who have you set to friend.

You *can* chaff-sweep minefields of people that *you* have set to friend, however.

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 08:04 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Sotek wrote on Thu, 01 January 2004 12:38

You can't chaff-sweep minefields of people who have you set to friend.

You *can* chaff-sweep minefields of people that *you* have set to friend, however.


Correct. Chaff sweeping happens because you HIT the minefield, so the only thing that matters is how the owner of the minefield has set your relation to him, friend or neutral/enemy.

mch

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 17:04 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

So basically it puts more power in the hands of the powerful. How realistic.

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 17:38 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
gible wrote on Thu, 01 January 2004 23:04

So basically it puts more power in the hands of the powerful. How realistic.


Hah! Surprised That's something that might fit under the "Real World" Explanations topic! Smile

But not sure if it gives the powerful more power, basicly everything would slow down, so what races benefit of slow ship movement? Certainly IT's, they get much too powerful. SS gets more powerful which is a bit of a weaker PRT, so is WM, which won't be hurt by his lack of minelayers anymore!
The *ahum* weaker PP will benefit since it's scanning packets won't be slowed down ...
SD will benefit but OTOH his major advantage in being the minefield expert is diminished ... However the 2 extra warps can be a huge advantage ...
I think HE (no gates at all) and AR (deaths in transit) are hurt the most ...

Any more thougths?

mch

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 19:37 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

It puts more power in the hand of the powerful because only they can afford the hideous cost of chaff sweeping.

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 19:41 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
gible wrote on Fri, 02 January 2004 01:37

It puts more power in the hand of the powerful because only they can afford the hideous cost of chaff sweeping.


But with chaff sweeping not allowed doesn't that even the playfield more? The powerful might have the resources for a chaff sweep but they can't use it ... IOW no advantage over the ones that don't have the resources ...

Of course they can use those resources elsewhere. Grin

mch

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Re: Fun Game Ideas (post your own if you like) Thu, 01 January 2004 20:09 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

Well if you're going to ban it that a different story. Nice and easy to detect if they do too.

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Re: Fun Game Ideas (post your own if you like) Fri, 02 January 2004 10:12 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
It gives a big advantage to the person willing to do lots of MM...

Also it probably really helps races that can use more time: HP and IS. HP is obvious, IS gets two benifits, more time to build up a pop bomb (with lots of HPs around taking a world intact will be nice), although their other two advantages (speed traps and tachyons) are diminished. Tachyons arn't as important if you only need to spot cloaked fleets 36ly away or so.

Also if the field you lay is a speed or heavy field, I would make sure to lay standards too, the odds of hitting them are low, but you have to go warp 4 to be safe. And actually SD gets a mine laying boost: if there is a field of speed traps everywhere, all he needs to do is lay stds and detonate them, you can't chaff sweep, penetration sweeping is very difficult, sneak sweeping can be noticed by detonations.

If the host field is only speed traps, you'll find people going fast early on, a std or heavy field would cut that down quite a bit.



- LEit

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Re: Fun Game Ideas (post your own if you like) Fri, 02 January 2004 12:40 Go to previous message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

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

Here's another crazy idea:
"Genesis Torpedo"

I host a game, and.. Maybe in addtion to whatever funky rules.. maybe no other rules.. But basically, I spesify.. Say.. A curtain packet size (like REALLY BIG) counts as a "Genesis Torpedo" what does that do? Well see PBEM I'm host and when I see one of those hit a planet I use my magic and randomly adjust the MC and environments (I of course can't play).. But I think this could be plenty fun. The Genesis Torpedo wouldn't strip off the planet's mines or factories or defenses. Plus it's used in the exact opposite manner as the Genesis Device.

Anyway.. I just thought that would be an ammusing idea to toss out there...

Oh, and since I have control over it, I could just allow players to mutate it like a PP.. Only, more chaotic. MUCH more chaotic. Maybe players would be best to email me and tell me they are enabling the "Genesis Torpedo" effect on the packet heading form point A to B.. Yes that's best.


[Updated on: Fri, 02 January 2004 12:43]




Rule 1: "Pillage, THEN burn!"

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