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Static Flux Thu, 11 December 2003 12:50 Go to next message
xdude is currently offline xdude

 
Senior Chief Petty Officer

Messages: 90
Registered: November 2002
Location: Korea

Lotsa rules and special things....read closely please...

Guys,

It's been awhile since I ran a serious monster sized game so I thought I would destroy any chance at having a real life for the next few months.

Here's the synopsis:

Game Name : Static Flux

1. Two teams of 8 players (Or however many I can get/2)

2. Galaxy will be huge/packed remapped to this image: www.ethersoft.net/flux.gif

2a No Max Mins, PPS On, Random Events On.

2b AFON start will be used. Players start in orbit of a planet with 40 Large Freighters, 40 Privateers with Colo Pods, and 10 SFX. Cargo holds are filled with Pop and G at about a 70/30 mix.

2c AFON start also gives all players at or around tech 8 in all categories.

2d Due to AFON start, AR race is not allowed.

3. Players on Team 1 must set players on Team 2 to enemy and vice-versa.

4. Team 1 will be at bottom of image, Team 2 on top.

5. Ships must always be within 100 light years of a planet - meaning vast empty space is off limits.

6. Violation of #5 will be flogging, beating, maiming, or both.

7. In other words, fight your way up or down.

8. Gating does NOT count for movement, so gate like crazy.

9. VC - Make the other team quit.

10. Depending on player input, 2-3 planets in the center of the vertical chains MAY be stocked with an absurd amount of minerals. This will add to the general "race to the center" paranoia which is so much fun. These planets WILL be made public if this does happen. Absurd is defined as 500,000kt to 1,000,000


11. Host will be playing on one team. Players will be assigned to teams by a neutral 3rd party, Kurt Over (Overworked) from Home world Forums. Hab and PRT will be taken into consideration when Kurt assigns players to a team, so as to not over unbalance a team. Ex - 8 ITs vs 8 HEs or something silly like that.


12. I will be playing as well and setting the game up. The only access I will have to players race files will be name and constructing ships, loading them with cargo and pop.

13. An unpassworded race file is needed to set the game up. A few hints on race design....LSP is a must, and I highly recommend IFE as well, and if you are a long term survuvalist, MA could prove useful.

14. Probably most importantly, this game will last while. Be in it for the long haul. And with that goes the ability to work with your teammates closely to coordinate attacks.

15. Players will probably not know what team they are on until the game starts so I cannot guarantee you being on the same team as your buddies, but sometimes, that is a good thing...

16. Game will be on autohost, 3 turns a week, M-W-F or as needed due to real life issues, holidays, wars, and other assorted BS that life seems to throw at us.

17. A common team password will be set for each team to facilitate information sharing about planet habs, tech sharing, and enemy fleets.

18. There is no 18. Sorry for so many things to tell, but I hope this covers any questions that may arise.





Email non passworded race files to godzilla@csfbl.com

Xdude

ps change godzilla to fish and your email will get through



Dude!

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Re: Static Flux Fri, 12 December 2003 02:11 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
Hi Xdude,

Count me in. Very Happy

Just one thing. The emails I send to yourself and Kurt are getting sent back as undeliverable !!! Sad

Did you use the correct address ?

Please contact me directly at:

cable4pc@bigpond.net.au

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Re: Static Flux Fri, 12 December 2003 06:37 Go to previous messageGo to next message
xdude is currently offline xdude

 
Senior Chief Petty Officer

Messages: 90
Registered: November 2002
Location: Korea

you can also try

sveeder at satx dot rr dot com

X



Dude!

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Re: Static Flux Sat, 13 December 2003 10:34 Go to previous messageGo to next message
xdude is currently offline xdude

 
Senior Chief Petty Officer

Messages: 90
Registered: November 2002
Location: Korea

7 more players? I've got 7, and need at least 7 more to
fill the game as a minimum.

C'mon people! This game will occupy your time for at least 3-4 months.

Take a chance, you will enjoy this game.


Xdude



Dude!

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Re: Static Flux Mon, 15 December 2003 07:48 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Interested but a few questions ...


xdude wrote on Thu, 11 December 2003 18:50

2. Galaxy will be huge/packed remapped to this image: www.ethersoft.net/flux.gif


But the actual size will still be a huge? (no shrinking?) This will scare away a lot of players, large would be fine, even a medium could work!
Last time I played a huge it took over a year, with almost half of the people dropping out before they were really dead ... Sad

Quote:

2a No Max Mins, PPS On, Random Events On.

Really? PPS on? Sad Takes out some of the fun but I could live with that.

Quote:

2c AFON start also gives all players at or around tech 8 in all categories.


Around meaning only con and prop at level 8 or really all categories? Just trying to be sure of what to expect.

Quote:

3. Players on Team 1 must set players on Team 2 to enemy and vice-versa.

Very Happy This I like!

Quote:

5. Ships must always be within 100 light years of a planet - meaning vast empty space is off limits.

Will anyone check? Wink

Quote:

10. Depending on player input, 2-3 planets in the center of the vertical chains MAY be stocked with an absurd amount of minerals. This will add to the general "race to the center" paranoia which is so much fun. These planets WILL be made public if this does happen. Absurd is defined as 500,000kt to 1,000,000

Would be a nice bonus and push wars a bit more early.

Quote:

11. Host will be playing on one team. Players will be assigned to teams by a neutral 3rd party, Kurt Over (Overworked) from Home world Forums. Hab and PRT will be taken into consideration when Kurt assigns players to a team, so as to not over unbalance a team. Ex - 8 ITs vs 8 HEs or something silly like that.

Will players be able to fine tune their habs once they are assigned to a team? PRTs? LRTs? Tech costs?

Quote:

12. I will be playing as well and setting the game up. The only access I will have to players race files will be name and constructing ships, loading them with cargo and pop.

IOW you get to see all race designs? Doubtful.

Quote:

14. Probably most importantly, this game will last while. Be in it for the long haul. And with that goes the ability to work with your teammates closely to coordinate attacks.

Possibly a long long time, with all the pain that comes with that. Bigger doesn't mean better ...
What about players dropping (with or without notice)? Will they be replaced? Will teammates play their races?
It might be hard but you could say that once a player dropped the races is set to dead, all in the interest of the VC "Make the other team quit." This could go race per race rather than the entire team at the same time ...
Of course you might never know IF somebody actually dropped because the team doesn't want to lose one of their races.
Some poor teammate will get the burden of playing two races ...

Quote:

15. Players will probably not know what team they are on until the game starts so I cannot guarantee you being on the same team as your buddies, but sometimes, that is a good thing...

Ah, so no talking and changing races then?
Being in a team with somebody else for a change can be a very good thing indeed!

Quote:

17. A common team password will be set for each team to facilitate information sharing about planet habs, tech sharing, and enemy fleets.

This is a must, I can't imagine a team to work without that!
Maybe Ron can set up two private forums again, one for each team.

mch

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Re: Static Flux Mon, 15 December 2003 07:50 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
xdude wrote on Sat, 13 December 2003 16:34

7 more players? I've got 7, and need at least 7 more to
fill the game as a minimum.

C'mon people! This game will occupy your time for at least 3-4 months.

Take a chance, you will enjoy this game.


Xdude


And if both teams are a match for eachother it might be a year or more. Wink But I'm not saying that won't be fun. Grin

mch

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Re: Static Flux Mon, 15 December 2003 20:49 Go to previous messageGo to next message
xdude is currently offline xdude

 
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Messages: 90
Registered: November 2002
Location: Korea

Quote:

-2a No Max Mins, PPS On, Random Events On.

-Really? PPS on? Takes out some of the fun but I could live with that.


PPS could be turned off for those who truely love the art of MM.

---
Quote:


-2c AFON start also gives all players at or around tech 8 in all categories.

-Around meaning only con and prop at level 8 or really all categories? Just trying to be sure of what to expect.


Tech 8 in all catagories. Means those with TT have nice tech to start. Good for CA Monsters. SS races seem to get a nice tech bonus though. Can't seem to figure out why.. Laughing

---

Quote:

-5. Ships must always be within 100 light years of a planet - meaning vast empty space is off limits.


-Will anyone check?


Perhaps Overworked (Kurt Over) will be a neutral race, making maps and patrolling the zones of space. If not, honor and integrity will be the order of the day, not to mention the threat of a size 10 Xdude boot in the posterior.

---


Quote:

-10. Depending on player input, 2-3 planets in the center of the vertical chains MAY be stocked with an absurd amount of minerals. This will add to the general "race to the center" paranoia which is so much fun. These planets WILL be made public if this does happen. Absurd is defined as 500,000kt to 1,000,000

-Would be a nice bonus and push wars a bit more early.


Hell yeah. Agression and expansion there to control that amount would ensure battles within 50 turns I am sure. He who controls the spice, controls (something or other...I forgot)

---

Quote:

-11. Host will be playing on one team. Players will be assigned to teams by a neutral 3rd party, Kurt Over (Overworked) from Home world Forums. Hab and PRT will be taken into consideration when Kurt assigns players to a team, so as to not over unbalance a team. Ex - 8 ITs vs 8 HEs or something silly like that.

-Will players be able to fine tune their habs once they are assigned to a team? PRTs? LRTs? Tech costs?


Players will start shotgun style. Assigned to a team and deal with it.

---

Quote:

-12. I will be playing as well and setting the game up. The only access I will have to players race files will be name and constructing ships, loading them with cargo and pop.

-IOW you get to see all race designs? Doubtful.


Covered above. Checked two, other 5 were checked for non corruptness.

---


Quote:

14. Probably most importantly, this game will last while. Be in it for the long haul. And with that goes the ability to work with your teammates closely to coordinate attacks.

-Possibly a long long time, with all the pain that comes with that. Bigger doesn't mean better ...

-What about players dropping (with or without notice)? Will they be replaced? Will teammates play their races? It might be hard but you could say that once a player dropped the races is set to dead, all in the interest of the VC "Make the other team quit." This could go race per race rather than the entire team at the same time ...

-Of course you might never know IF somebody actually dropped because the team doesn't want to lose one of their races.
Some poor teammate will get the burden of playing two races ...


We will see about that when it happens. I have a fair supply of replacement players I can call on if needed who will sub for awhile.

---

Quote:

15. Players will probably not know what team they are on until the game starts so I cannot guarantee you being on the same team as your buddies, but sometimes, that is a good thing...


Ah, so no talking and changing races then? Being in a team with somebody else for a change can be a very good thing indeed!


Many players know my style. I attack late, after building a strong infrastructure. I suck at early wars.

Don't let me get my race steamrolling....


Hope this helps out Micha.

Xdude

ps feel free to email me with any other questions you might have.





Dude!

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Re: Static Flux Wed, 17 December 2003 15:42 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Quote:

Quote:

-11. Host will be playing on one team. Players will be assigned to teams by a neutral 3rd party, Kurt Over (Overworked) from Home world Forums. Hab and PRT will be taken into consideration when Kurt assigns players to a team, so as to not over unbalance a team. Ex - 8 ITs vs 8 HEs or something silly like that.

-Will players be able to fine tune their habs once they are assigned to a team? PRTs? LRTs? Tech costs?


Players will start shotgun style. Assigned to a team and deal with it.


Ok, that's one way to do it and who joins agrees with that.

This puts quite a responsibility on Kurt, trying to create two equal teams ... fitting PRTs, habs, ... maybe even techs costs, LRTs, economy styles, ... ?

Since nobody knows what anybody else will be the team setups might prove to be very interesting, but also could turn out to be painful (including the impact on RL), like only one team with a CA, giving them a huge advantage, or a team without an IT! In a huge! OUCH!
Everyone might think: no doubt some of the others will play a TT CA, or everyone will pick weap cheap so I'll pick elec cheap and then it turns out nobody has weap cheap! Laughing

mch

[Edit: fixed quote.]


[Updated on: Wed, 17 December 2003 15:43]

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icon3.gif  Re: Static Flux Wed, 17 December 2003 16:12 Go to previous messageGo to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

Micha wrote on Wed, 17 December 2003 15:42

Quote:

Quote:

-11. Host will be playing on one team. Players will be assigned to teams by a neutral 3rd party, Kurt Over (Overworked) from Home world Forums. Hab and PRT will be taken into consideration when Kurt assigns players to a team, so as to not over unbalance a team. Ex - 8 ITs vs 8 HEs or something silly like that.

-Will players be able to fine tune their habs once they are assigned to a team? PRTs? LRTs? Tech costs?


Players will start shotgun style. Assigned to a team and deal with it.


Ok, that's one way to do it and who joins agrees with that.

This puts quite a responsibility on Kurt, trying to create two equal teams ... fitting PRTs, habs, ... maybe even techs costs, LRTs, economy styles, ... ?

Since nobody knows what anybody else will be the team setups might prove to be very interesting, but also could turn out to be painful (including the impact on RL), like only one team with a CA, giving them a huge advantage, or a team without an IT! In a huge! OUCH!
Everyone might think: no doubt some of the others will play a TT CA, or everyone will pick weap cheap so I'll pick elec cheap and then it turns out nobody has weap cheap! Laughing

mch

[Edit: fixed quote.]


Confused
Yea. I'm *sooooo* looking forward to that part of sorting this out.

My sole advice to potential players is to realize that you *will* be part of a team. Plan your race accordingly. Downside is that you don't have the ability to discern the exact composition in advance.

General adjustments one generally sees in team games include: limited hab ranges (expecting other races to fill other ranges)
oddball cheap techs (expecting other races to cover expensive tech fields)
a mix of economic and war-fighting races

Of course it's all a bit of a gamble given that you are still developing in a vacuum. Evil Xdude! Twisted Evil

Players should supply information to Xdude relating to Stars experience, team game experience, time zone, and possibly what your preferred (or accessible) chat capability is. From experience having a way to coordinate operations beyond email is very valuable. And, if the information is supplied, I'll try to make some use of it.

- Kurt

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Re: Static Flux Wed, 17 December 2003 19:45 Go to previous messageGo to next message
xdude is currently offline xdude

 
Senior Chief Petty Officer

Messages: 90
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Location: Korea

Looking for 5 more players. I talked to two today and they will get me racefiles by sunday.

I've got 7 right now, not really enough for a huge packed.

I sent James McG a note to put a 2nd call for players.

Hopefully he can get that out to the masses.


X(stuck at work)



Dude!

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Re: Static Flux Thu, 18 December 2003 07:51 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
overworked wrote on Wed, 17 December 2003 22:12

Confused
Yea. I'm *sooooo* looking forward to that part of sorting this out.

My sole advice to potential players is to realize that you *will* be part of a team. Plan your race accordingly. Downside is that you don't have the ability to discern the exact composition in advance.

General adjustments one generally sees in team games include: limited hab ranges (expecting other races to fill other ranges)
oddball cheap techs (expecting other races to cover expensive tech fields)
a mix of economic and war-fighting races

Of course it's all a bit of a gamble given that you are still developing in a vacuum. Evil Xdude! Twisted Evil


The vacuum is a nice concept and hopefully both teams will end up with the same disadvantages. (that's right, I'm not saying "advantages". Grin )
Especially players in a team with the same hab ranges will hurt, it basicly means one player less for that team ... Confused no CA and no IT are the next things that are going to cause some pain. So everybody now sent in those TT CAs and ITs!! Hehe, making the game end up with nothing but those two PRTs! I'm so curious how the mix will turn out that I'm very close to joining the game! Wink

Quote:

Players should supply information to Xdude relating to Stars experience, team game experience, time zone, and possibly what your preferred (or accessible) chat capability is. From experience having a way to coordinate operations beyond email is very valuable. And, if the information is supplied, I'll try to make some use of it.

Shocked So besides all the other stuff (PRT, hab, tech costs, ...) you're also splitting teams keeping the above (time zone, experience, ...) in mind? You're a very very brave man! Smile Good luck to you, and I really mean that!

mch

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Re: Static Flux Thu, 18 December 2003 08:38 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Micha wrote on Thu, 18 December 2003 07:51 [/quote



The vacuum is a nice concept and hopefully both teams will end up with the same disadvantages. (that's right, I'm not saying "advantages". Grin )
Especially players in a team with the same hab ranges will hurt, it basicly means one player less for that team ... Confused no CA and no IT are the next things that are going to cause some pain. So everybody now sent in those TT CAs and ITs!! Hehe, making the game end up with nothing but those two PRTs! I'm so curious how the mix will turn out that I'm very close to joining the game! Wink

Quote:

Players should supply information to Xdude relating to Stars experience, team game experience, time zone, and possibly what your preferred (or accessible) chat capability is. From experience having a way to coordinate operations beyond email is very valuable. And, if the information is supplied, I'll try to make some use of it.

Shocked So besides all the other stuff (PRT, hab, tech costs, ...) you're also splitting teams keeping the above (time zone, experience, ...) in mind? You're a very very brave man! Smile Good luck to you, and I really mean that!

mch


I figure I have a better chance of building *balanced* teams if I know more about the players. I'll try initially to balance the PRTs and hab ranges. The secondary consideration will be to get a balance of experience if possible. Tertiary will be attempting to group time zones a bit to ease communication. (So, person and local buddies all submitting races is *not* a sure thing for getting teamed together.)

If I was trying to balance without any given background then I'd just be guessing. I've been in team games where one team had more experience, had a "leader" player who helped keep things together, had a way to communicate easily out-of-game. These tend to be hallmarks of teams that perform well and have "fun" games.

- Kurt

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Re: Static Flux Thu, 18 December 2003 09:33 Go to previous messageGo to next message
xdude is currently offline xdude

 
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Primary Email is down.

Use sveeder at satx dot rr dot com






Dude!

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Re: Static Flux Thu, 18 December 2003 15:34 Go to previous messageGo to next message
Micha

 

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Registered: November 2002
Location: Belgium GMT +1
overworked wrote on Thu, 18 December 2003 14:38

I figure I have a better chance of building *balanced* teams if I know more about the players. I'll try initially to balance the PRTs and hab ranges. The secondary consideration will be to get a balance of experience if possible. Tertiary will be attempting to group time zones a bit to ease communication. (So, person and local buddies all submitting races is *not* a sure thing for getting teamed together.)

If I was trying to balance without any given background then I'd just be guessing. I've been in team games where one team had more experience, had a "leader" player who helped keep things together, had a way to communicate easily out-of-game. These tend to be hallmarks of teams that perform well and have "fun" games.

- Kurt


All so very true, Xdude found the right man for the job!

mch

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Re: Static Flux Thu, 18 December 2003 15:39 Go to previous messageGo to next message
Micha

 

Messages: 2342
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Location: Belgium GMT +1
overworked wrote on Thu, 18 December 2003 14:38

Tertiary will be attempting to group time zones a bit to ease communication. (So, person and local buddies all submitting races is *not* a sure thing for getting teamed together.)


About timezones, as I mentioned a private forum per team (Ron has set this up before) might help here, when you're online the whole history is easy accessible, and you don't have to be online at the same time, however coming together now and then in a chat can do wonders and speed up the proces ...

And local buddies not being on the same team can be a plus! You learn more from fighting eachother and this might come in handy in future teamgames ...

mch

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Re: Static Flux Thu, 18 December 2003 17:55 Go to previous messageGo to next message
xdude is currently offline xdude

 
Senior Chief Petty Officer

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Still need at least 5 more players. If any are interested, please contact me via email or PM.


Xdude



Dude!

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Re: Static Flux Fri, 19 December 2003 02:49 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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What kind of scanners or scouts will be in the space fleet? Heck what kind of engines will the LF's have? Can you give some more details on 1) fleet composition 2) the "random Planet" it's just any old rock right?) 3) About how far from our real HW's will players be? Like across galaxy far? or what?


Rule 1: "Pillage, THEN burn!"

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Re: Static Flux Fri, 19 December 2003 06:46 Go to previous messageGo to next message
Micha

 

Messages: 2342
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Location: Belgium GMT +1
Captain Maim wrote on Fri, 19 December 2003 08:49

What kind of scanners or scouts will be in the space fleet? Heck what kind of engines will the LF's have? Can you give some more details on 1) fleet composition 2) the "random Planet" it's just any old rock right?) 3) About how far from our real HW's will players be? Like across galaxy far? or what?


I was wondering about that too ... any scouts in the fleet?
And will the planet you start at be a 100%? What about mineral concentrations? Sure you start with 30% of your cargo being germ but what about other minerals?

As for the real HW's no doubt they could be on the other side of the universe 1000ly's away after the remap ...

mch

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Re: Static Flux Fri, 19 December 2003 06:49 Go to previous messageGo to next message
xdude is currently offline xdude

 
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The 10 SFX you start with act as scanners.

They will have the best scanners availible to your team.

Xdude



Dude!

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Re: Static Flux Fri, 19 December 2003 07:07 Go to previous messageGo to next message
Micha

 

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xdude wrote on Fri, 19 December 2003 12:49

The 10 SFX you start with act as scanners.

They will have the best scanners availible to your team.

Xdude


Available to your team or race? Ferret or Gazelle scanner?

... and the planet? ... Wink

mch

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Re: Static Flux Fri, 19 December 2003 09:40 Go to previous messageGo to next message
xdude is currently offline xdude

 
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Messages: 90
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team


planet?

the planet will one picked for you to start at. Not certain of 100% but I try never to start a player at a red.





Dude!

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Re: Static Flux Fri, 19 December 2003 10:08 Go to previous messageGo to next message
Micha

 

Messages: 2342
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xdude wrote on Fri, 19 December 2003 15:40

planet?

the planet will one picked for you to start at. Not certain of 100% but I try never to start a player at a red.


Hm ...
And team distribution? Close ... distant ... ?

mch

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Re: Static Flux Fri, 19 December 2003 13:53 Go to previous messageGo to next message
xdude is currently offline xdude

 
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Spread out evenly among the line of stars at the top and bottom of the map.

Each race will have some expansion room to grow before hitting an ally's space.

It's best to get an economy growing and research done then worry about intersettling.




Dude!

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Re: Static Flux Sat, 20 December 2003 16:24 Go to previous messageGo to next message
joseph is currently offline joseph

 
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Quote:

2b AFON start will be used. Players start in orbit of a planet with 40 Large Freighters, 40 Privateers with Colo Pods, and 10 SFX. Cargo holds are filled with Pop and G at about a 70/30 mix.


Filled? so each race stars with about 35000tons of colonists and 15000tons of Germ?
Or just partially filled? If so how much?

If the races come in and there is only 1 CA and 1 IT would they be put on opposite sides - what about 8 CA vs 8 IT Laughing
Joseph



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Static Flux Sat, 20 December 2003 22:23 Go to previous messageGo to previous message
overworked is currently offline overworked

 
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joseph wrote on Sat, 20 December 2003 16:24

Quote:

2b AFON start will be used. Players start in orbit of a planet with 40 Large Freighters, 40 Privateers with Colo Pods, and 10 SFX. Cargo holds are filled with Pop and G at about a 70/30 mix.


Filled? so each race stars with about 35000tons of colonists and 15000tons of Germ?
Or just partially filled? If so how much?

If the races come in and there is only 1 CA and 1 IT would they be put on opposite sides - what about 8 CA vs 8 IT Laughing
Joseph


From my experience about 1 million colonists and the rest of the freighter load being minerals. Enough to get decent start.

If you check around you can probably find some players who have played in games like this (AFON, AFON2, AFON3, AOS, and some that I wasn't involved with.

And, as the 3rd party that's going to assign teams if there is only one IT and one CA I will probably (not definitely) put them on different teams - though a situation like that would make team balance an interesting issue in any case.

- Kurt

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