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Re: New Game: Thirteen Gates Fri, 12 December 2003 10:58 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
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Has anyone thought about using gates with less then the any/any range? (I think there is one.)

Using an any/800or900 would create more distance in the universe but might add a bit of interesting strategy to the mix...

(Of course, I write this when I am away from my tech charts and cannot remember if their is any such thing as an any/800 gate... silly Whist...) Laughing

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Re: New Game: Thirteen Gates Fri, 12 December 2003 16:00 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Dang... LIet's right. Could always hand out scouts with Robber Barrons Smile Don't know why I thought that.. Guess I just assumed it was like that when in 1 game. An ally was sending miners to (when I asked him) "Mine the [AR's] HW for him". My bad. Only AR can mine their own worlds. Guess that's fair.. Rats.


Rule 1: "Pillage, THEN burn!"

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Re: New Game: Thirteen Gates Fri, 12 December 2003 16:17 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Shadow Whist wrote on Fri, 12 December 2003 09:58

Has anyone thought about using gates with less then the any/any range? (I think there is one.)

Using an any/800or900 would create more distance in the universe but might add a bit of interesting strategy to the mix...

(Of course, I write this when I am away from my tech charts and cannot remember if their is any such thing as an any/800 gate... silly Whist...) Laughing


There are two other "any" gates. The any/800 would squeek through (maybe) on some close intra-sector jumps. The 100/any would allow scouting jumps across the galaxy... with the two gates deployed it might prove to be an interesting game.

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Re: New Game: Thirteen Gates Fri, 12 December 2003 18:01 Go to previous messageGo to next message
joseph is currently offline joseph

 
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The Scout rush
As others have mentioned everyone being aware of this (and I believe you have 10 turns before you will be putting the gates up) will probably stop the scout rush.
However I think you have missed that people will still use this technique to scout and thus avoid paying the 1000 mineral per gate world revealed tax from the Guild.
There is however a simple way to stop this that can be done in game.
First ask people not to Stop
Second let it be know that anyone violating this will trigger an in game message
"Race XXX has violated the gate security of the Guild at world (insert name of world here) penalties will be applied for their transgression" Hit over head

This then gives all the other races one Gate world location for free - and punishes the person doing it (in a worst case scenario they could be attacked by all 11 other races) you can apply other penalties if you wish(ie no jump gate sales for X years or until 1000 minerals payed).

It should be easy to spot someone trying this as they will have lots of scouts at the gate world and then suddenly one will turn up somewhere else.

Hope this might be of some help (I always find it easier to stop people doing stuff by making it not in there interest rather than a flat "you cant do this")

Oh and I would like to play in this Game (Humm - Job, Wife, Baby - maybe I have room for just one more Stars game) Asleep at cptr



Joseph
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Re: New Game: Thirteen Gates Fri, 12 December 2003 18:10 Go to previous messageGo to next message
donjon is currently offline donjon

 
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joseph wrote on Fri, 12 December 2003 17:01

The Scout rush
<snip>

It should be easy to spot someone trying this as they will have lots of scouts at the gate world and then suddenly one will turn up somewhere else.

Hope this might be of some help (I always find it easier to stop people doing stuff by making it not in there interest rather than a flat "you cant do this")

Oh and I would like to play in this Game (Humm - Job, Wife, Baby - maybe I have room for just one more Stars game) Asleep at cptr


In the defined and advertised game I have removed all reference to 1000kt fee for a gate objective. So, the "scout rush" will be the norm. However, in the 10+random turns, I would assume, the sector's "owner" will be able to "protect" their gateworld.

If you want to play, send me a racefile Wink there's still room.

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Re: New Game: Thirteen Gates Fri, 12 December 2003 19:51 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Minor clarification. Will Jumpgates be provided? And 2nd What have you decided to do? Think I might go with it.


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Re: New Game: Thirteen Gates Fri, 12 December 2003 20:55 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
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Captain Maim wrote on Fri, 12 December 2003 16:00

Dang... LIet's right. Could always hand out scouts with Robber Barrons Smile Don't know why I thought that.. Guess I just assumed it was like that when in 1 game. An ally was sending miners to (when I asked him) "Mine the [AR's] HW for him". My bad. Only AR can mine their own worlds. Guess that's fair.. Rats.


Half true, half false.
Anyone can mine an AR's world.
Only the AR can get the minerals off without an upload.
So if I send miners to an AR world and have them mine, they'll rip rocks out of the ground and leave them at his station.

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Re: New Game: Thirteen Gates Fri, 12 December 2003 21:42 Go to previous messageGo to next message
LEit is currently offline LEit

 
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I tested that before I posted. When I tried it I got the message about mining an occupied world. If there is some trick that allows an ally to mine an AR's world, I'd like to know about it.


- LEit

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Re: New Game: Thirteen Gates Fri, 12 December 2003 21:52 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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I agree with LIet... Would have really been a good deal though otherwise. Still AR is an easier way to go in terms of setup Smile In the test map I made the only scrapping I did, was so I could build MT stuff.. I started doing that around like.. year 13 or 15 at latest. But that's cause I was lazy, I coudl have started at year 1. As I see it, the only lingering Plus then with using AR to build the gates is.. it's very easy to replace a gate or.. move it. Even from AH. Oh well. Guess it doesn't matter (to me) if I'm not building the map. Very Happy

[Updated on: Fri, 12 December 2003 21:52]




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Re: New Game: Thirteen Gates Sat, 13 December 2003 11:20 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Captain Maim wrote on Fri, 12 December 2003 18:51

Minor clarification. Will Jumpgates be provided? And 2nd What have you decided to do? Think I might go with it.



JG's will be provided for a fee... but only on large freighters and the fee will be 200+(min cost)+(res cost) which is roughly 400/freighter... the cost should stop wholesale scrapping since you need roughly 4000kt to scrap for a level... and remember sales, are not normally secret... unless you double the cost.

This game has already been posted to google and we are looking at 7 sign ups so far.

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Re: New Game: Thirteen Gates Sun, 14 December 2003 18:23 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
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donjon wrote on Fri, 12 December 2003 15:17

There are two other "any" gates. The any/800 would squeek through (maybe) on some close intra-sector jumps. The 100/any would allow scouting jumps across the galaxy... with the two gates deployed it might prove to be an interesting game.


Have you considered using a variety of gates in the game?
or would that seem to violate the game advertisement?

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[Updated on: Sun, 14 December 2003 18:25]

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Re: New Game: Thirteen Gates Sun, 14 December 2003 19:05 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Shadow Whist wrote on Sun, 14 December 2003 17:23


Have you considered using a variety of gates in the game?
or would that seem to violate the game advertisement?



Hmmm...

Offering a gate geography:
Quote:

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 roughly 900 ly separating them.)


Its an interesting idea, engineering a geography to the gating system, as I said previously. Of course, some players may complain of unfair treatment, if player X can gate anywhere, and player Y can gate only to neighbouring sectors. I will decide whether to incorporate this when it has been determined if I have a full complement of players or not if there isn't a full complement, I may leave the unoccupied sectors with an any/any, while the occupied sectors, will have the any/800+100/any pair (and pray I don't piss off a PP Wink)


[Updated on: Sun, 14 December 2003 19:08]

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Re: New Game: Thirteen Gates Sun, 14 December 2003 21:20 Go to previous messageGo to next message
LEit is currently offline LEit

 
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If you have two gates on a base, it only counts the top or left one, the other one doesn't count at all. You would need two worlds to have two different types of gates.


- LEit

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Re: New Game: Thirteen Gates Sun, 14 December 2003 21:41 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
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I could see where some could complain of unfairness... But I do think that "gate geography" adds an interesting twist to the Game.

At what point do you believe that Jump Gates will be available?

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Re: New Game: Thirteen Gates Mon, 15 December 2003 06:47 Go to previous messageGo to next message
donjon is currently offline donjon

 
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Shadow Whist wrote on Sun, 14 December 2003 20:41

I could see where some could complain of unfairness... But I do think that "gate geography" adds an interesting twist to the Game.

At what point do you believe that Jump Gates will be available?


It adds an aspect which is unimplementable in stars! (or at least I couldn't find the documentation for it) It appears that the "least" functional gate is the one which functions. All of the other IT gates are not acceptable so it will have to be the any/any... too bad. Crying or Very Sad

JG's will be available to the players when they can build the large freighter. (The engine, I will choose from their array of choices, and will be the most expensive (mins+res))

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Re: New Game: Thirteen Gates Mon, 15 December 2003 17:05 Go to previous message
Captain Maim is currently offline Captain Maim

 
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Actually as I understand it, from tests, the gate on the "Left" is always used because it's always in the first slot. The 2nd is usually in like slot 10 or something. So when it looks over the design. It sees "100/250 gate" (or whatever) and marks that, when it sees the 2nd it just ignores it. Using 2 gates is utterly useless. I laugh when ever I see it in a game. Smile


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