New Game: Transformers (More Than Meets the Eye) |
Tue, 30 March 2004 14:09 |
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Transformers - More Than Meets the Eye (TRANS)
The Federation has collapsed after a severe economic depression and mutually destructive trade war.
Some citizens blamed the giant robots battling across the planets recklessly destroying cities and
using weaponry capable of snuffing out suns. The motives for this destruction remain unknown and
nebulous to the masses. The results were obvious as the stars retreated out of reach of the
remaining spots of civilization.
Rising from the ashes of the recent Dark Age are the former provincial capital planets. Their
new leaders, forged in a time when leadership and the ability to command without question are
considered key for establishing a new beginning, a vibrant... Empire.
And, along with renewed access to the paths of space, ancient archives have revealed the code keys
for activating a moth-balled treasure trove. Federation Survey Service Transformers. One of the
greatest tools the Federation ever developed, a terrifying weapon as well.
And there is the lingering doubt. Are you the only one who controls these wonders?
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Special Rules:
1] The following ship hulls are off limits. Battleship, Dreadnought, Nubian, B-52.
2] No components greater than Tech Level 20 can be used on a ship or station. Two exceptions:
Upsilon Torpedo, and UD13 mass driver.
3] Each race will receive 5 Transformer ships.
(These will be Ultra-Miner hulls with 12 orbital adjustor modules on them.)
Essentially a limited ability to mass terraform.
Players will also have a limited say in the equipping of these ships; i.e. what component can be
placed in the forward armor/scanner/elec/mech slot of the ship. Any legal non-PRT specific
component can be specified - only limitation is that scanner is limited to a DNA Scanner.
Special option: A Transformer can be equipped with 8 OA + 4 mining bots rather than 12 OA if a
player wishes.
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JRC3/JRC4 on Autohost (after setup)
Non-competitive host
Standard cheat disclaimer. Chaff allowed, split fleet is allowed as long as it does not result
in battleboard overload (which *is* considered a cheat). All other cheats/abuses are not
allowed. See the Stars! FAQ (http://www.starsfaq.com) for a sample list, or check the AH forum.
Cheats not listed are still not allowed; ask the host if you are unsure about a tactic.
Intermediate skill level players preferred.
Host reserves the right to ask a player to supply a referral or other proof of skill level or
identity. (I have been burned a few times via hotmail or yahoo addresses - thus I am a bit
skittish.)
Generation Schedule: 5 turns a week Tue-Sat 3AM GMT (M-F 10PM US EST) for the first 50 turns.
Then 3 turns a week (MWF), subject to change during the game by player vote. This is a "loose"
schedule, the turn will generate once all players have submitted turns.
# of players: up to 10. Plus 1 host run race, depending on the number of players.
The host run race is to be set to 'friend' by all players. They will occupy their home world and have some scouts lurking here and there.
Galaxy:
Medium
Normal density,
Distant starting positions,
ACC BBS start,
Random events off,
Public scores *off*
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Un-passworded race files to following address:
7qsj92k02@sneakemail.com
Please include:
1. Racefile
2. Password to be assigned to the race
3. Mailing address to be used; if not the address that the message came from
4. Your experience level
5. Your Autohost Forum nickname (optional)
I will acknowledge receipt of races. IF you have problems with the email address bouncing then drop me a Personal Message here.
Please include your password with the file. I will set up the game, and change your password
as indicated. Race files I cannot open without a password will not be accepted.
I will contact players about getting this additional information:
1. Indications on how you'd like me to run your race for the first few turns. If no indication
is given, then I'll set the queue to factories then con research to con 3, prop 2, etc.
2. Transformer design. What component to put in the nose slot, and whether or not the
"mining" option Transformer is desired. I will allow a player to have multiple types, they
will just use up more slots. [Reservation: As long as the host race has enough slots for
building all the types...]
3. If by unanimous consent all players wish the game to be used for establishing "ranking" per
the recently discussed system (see the Autohost Forum) I will register the game as a ranking
game. IF the game is to be a ranking game I will ask more questions to ascertain the skill
level of the players.
Getting the Transformers produced and distributed will take the first few turns and will take
place outside of Autohost. The players will start with the 2402 turn (thus the request for
details on how you want initial queues and scouting.)
If interested, send a race file in. I will not reserve slots in a game based upon a message
indicating interest.
Victory Condition:
Solo win only, by unanimous vote. Victor may thank allies if they want to.
Alliances, tech trading, etc. allowed, but only *one* race will be declared the winner.
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A few race design pointers to keep in mind:
a. RS LRT will probably be useful.
b. ISB LRT might be good (medium beamers < 200kt and can be built by a space dock).
c. NRSE LRT not recommended given expense of engines relative to smaller hulls.
d. Rules affect PRT advantages a great deal.
e. CON tech probably NOT cheap. Not much past Con13 that a race might need.
f. Don't forget you are going to have OA capability equivalent to your current terraforming.
- Kurt
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Re: New Game: Transformers (More Than Meets the Eye) |
Tue, 30 March 2004 19:27 |
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Looks awesome...
This could easily turn out to be an all WM game
I suppose there could be a few HE races too, but they benefit less from the OA.
[Updated on: Tue, 30 March 2004 19:28] Report message to a moderator
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Re: New Game: Transformers (More Than Meets the Eye) |
Wed, 31 March 2004 08:45 |
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Ozone wrote on Tue, 30 March 2004 23:47 | The game sounds very cool!
A few questions:
what engines will the transformers have? I am not clear on how many turns my race will be host controlled.
Thanks,
Ozone
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TS-10 or Galaxy Scoop Engines. I didn't specify and someone already asked for the scoops. So I guess the Builder race will have IFE and not NRSE.
Host will be doing the 2400 and 2401 turns for all races before the game is turned over to Autohost. I'm using a StarEd modded JRC3 version to handle producing and distributing the Transformer ships.
- Kurt
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Re: New Game: Transformers (More Than Meets the Eye) |
Wed, 31 March 2004 08:52 |
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mazda wrote on Wed, 31 March 2004 05:07 | Will the mining bots you get depend on the mining LRT's chosen ?
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If you opt for the 8 OA / 4 bot combination ship they will be the highest tech ARM mining bot; i.e. Robo-Ultra-Miner.
25 mine equiv. Same weight as an OA (thus helping disguise whether someone has all OA or OA/bot mix).
- Kurt
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Re: New Game: Transformers (More Than Meets the Eye) |
Wed, 31 March 2004 22:10 |
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Alien wrote on Wed, 31 March 2004 20:09 | I don't see how HE benefits less from the OAs, unless you're assuming they have a lot of immunities. In which case it's really any lots-immune race that benefits a bit less.
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Yup, any race with multiple immunitities will clearly benefit less
If the HE goes no-immune route, then they will probably have extreme wide habs as they need 2x the worlds of the other players if they are no-immune, so those 5 transformers are likely to be spread more thinly amongst the worlds.
I suppose a high-growth HE-blitz race has real potential in this game due to the increased speed of planet development...
Hmmm, I wonder if this benefits -f or f races more?
Another big question for this game is TT or non-TT... Resources saving has been negated, but OTOH terra-30 won't actually cost anything beyond the research value... I suspect non-TT will dominate.
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Re: New Game: Transformers (More Than Meets the Eye) |
Thu, 01 April 2004 08:40 |
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Hyena wrote on Thu, 01 April 2004 01:41 | Just want to make sure I'm clear on this: We can have tech 20+ as long as we don't put any of it on our ships?
In other words, TT +30 (which is bio 25) and Neutron shilds (energy 23) would still be allowed, as they're not ship components?
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Yes.
Allows miniturization to be used. And limiting tech on planets is difficult since things can (and will) automatically update there.
Plus, it would be a bit unsporting to allow a PP race to have a Warp13 flinger and not allow potential victims to have the best possible level of defenses.
- Kurt
P.S. - 4 race files in so far. A few more on the way. Still plenty of room, and I won't move the ad outside of the Forum for a few more days.
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Re: New Game: Transformers (More Than Meets the Eye) |
Thu, 01 April 2004 10:24 |
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True-Chaos | | Crewman 1st Class | Messages: 26
Registered: October 2003 Location: Canada | |
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So now that the ranking is up, Will this be a ranked game?
~The World be black and white except for the shades of gray~Report message to a moderator
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Re: New Game: Transformers (More Than Meets the Eye) |
Thu, 01 April 2004 13:00 |
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True-Chaos wrote on Thu, 01 April 2004 10:24 | So now that the ranking is up, Will this be a ranked game?
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Once I have the player roster I will poll the players about this.
- Kurt
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Re: New Game: Transformers (More Than Meets the Eye) |
Thu, 01 April 2004 21:26 |
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Quote: |
eh? Why?
(did I just get busted by an april fools post...? It's the 2nd April down here right now... )
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Same reason IS would be powerful if everyone was given a bunch of super-overcloakers. (BTW, these are pretty good overcloakers as is). Think defence.
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Re: New Game: Transformers (More Than Meets the Eye) |
Thu, 01 April 2004 21:43 |
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JOAT can certainly monster... but IT better? You don't need gates to move terraformers if you have automatic ones. You can still build GATABLE terraformers for use or trade. And everyone else is more vulnerable due to their extra reliance on terraforming.
[Updated on: Thu, 01 April 2004 21:44] Report message to a moderator
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Re: New Game: Transformers (More Than Meets the Eye) |
Fri, 02 April 2004 02:20 |
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multilis wrote on Fri, 02 April 2004 12:43 | JOAT can certainly monster... but IT better? You don't need gates to move terraformers if you have automatic ones. You can still build GATABLE terraformers for use or trade. And everyone else is more vulnerable due to their extra reliance on terraforming.
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What I meant, was that IT get to keep their PRT stargate and extra planet advantages while still being able to make use of the OA.
CA advantage OTOH is greatly reduced in this game because terraforming for everybody else has effectively been made so cheap.
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Re: New Game: Transformers (More Than Meets the Eye) |
Fri, 02 April 2004 21:46 |
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Ozone wrote on Fri, 02 April 2004 21:36 | Hmmm.. is it possible to get the transformers with 12 mining robots and no OAs?
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No intention to do that.
The 8/4 combination puts 100 mine equivalents in a ship. Giving a race > 500 equivalent at start is a bit much IMO.
And a 1500 equivalent mining fleet *would* that wasn't being traded off against quick terraforming capability would probably make for a definite CA PRT advantage.
- Kurt
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Re: New Game: Transformers (More Than Meets the Eye) |
Sat, 03 April 2004 10:07 |
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Sotek | | Chief Warrant Officer 2 | Messages: 167
Registered: November 2002 | |
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Hyena wrote on Fri, 02 April 2004 18:48 | CA would definitely be powerful in this game. Every player has 5 transformers, right? Now, somewhere along the line these ships are probably going to be destroyed, and when they are, everyone will have a dependency on terraforming (if for no other reason than because the races are likely designed with narrower hab ranges and less immunities). That's when the CAs hold all the cards.
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Except that CA is at a HUGE warfighting disadvantage compared to WM, SS, and HE.
Cruisers are weaker than Rogues, MUCH weaker than BattleCruisers, and MetaMorphs are completely nuts at this stage.
BBs don't enter, because they're banned.
The cost of warships is going to severely inhibit the CA's effective econ advantage.
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