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New Game - Nuclear Football Sat, 07 August 2004 01:00 Go to next message
SnakeChomp is currently offline SnakeChomp

 
Petty Officer 1st Class

Messages: 61
Registered: April 2003
Location: Stamford, CT

You may or may not have seen the thread in the bar about this game, but the time has come for me to begin to hosting process. You can find the bar thread for this game here: http://library.southern.edu/sahforum/index.php?t=msg&th= 1833&start=0&rid=230

There is alot of information that needs to go into this post so if anything is not clearly stated or seems vague complain and I will fix it. I know that the message is huge but trust me its worth reading. The following glossary of terms will assist you in reading this post.

Nuclear Missles - mineral packets
Missle Silos - Starbases or orbital forts equiped with two Ultra driver 13s
Nuclear Strikes - mineral packet attacks
Nuclear Winter - The effect of "deterraforming" as the result of a PP race attacking a planet with a packet
The Nuclear Football and The Biscuit - Special ships used in this game
The Nuclear Football Fleet - TNFF for short, this refers collectively to "The Nuclear Football" and "The Biscuit" as a group or fleet
Escorters - Ship designs that players use
Overseer - One of the two host races
Controller - The second host race
Cluster - A group of overseer planets
UD - Ultra Driver

Disclaimer: Some of the specific numbers in this post may change before the game begins. In the event that I decide to change something, everybody will be notified. All rules will be publically available in more than one location.

Nuclear Football

Like most stars games, the ultimate goal of this game is to win. (Who would have guessed?) There may only be one victor, but in-game alliances are allowed. Note that in-game does not mean pre-game.

What makes this game special are the Overseer and Controller races. These races together hold the keys to a powerful force in the galaxy unknown to all other races, nuclear missles.

The basic overview of the Overseer and Controller races are as follows.

The Overseer race will be a PP race, and have clusters of colonies dispersed evenly through the galaxy. The number of clusters will be determined by universe size. Small: 2, Medium: 5, Large: 9, Huge: 16. I am aiming for a Medium or Large universe for this game. The number of Overseer planets per cluster will also be based on universe size. Small: 2, Medium: 4, Large: 6, Huge: 8.

At the outset of the game, one planet in each cluster will have a missle silo. These silos will initially be built as Stardocks with one Ultra Driver 10. They will be armed with low grade weapons. As the game progresses, more planets in the cluster will have missle silos, and the missle silos will be upgraded into Starbases and eventually Ultra Stations. Starbases and Ultra Stations will have two mass drivers and will be armed with technology of increasing power based on the current state of the game. The speed of the mass drivers will increase as the game progresses.

Overseer planets with missle silos will be able to launch nuclear missles. These missles will initially start out small in size (1000kT) and will increase in size by 500kT every 10 years to a max of 5000kT per packet. They will initially be flung at warp 13, and will eventually increase in speed to warp 17.

Here is an overview of missle silos and their upgrades as the game progresses. Note that these numbers are not exact due to packets being sized in multiples of 70. The actual packet size will never be less than the number stated here.

Turn  Silos/cluster  Starbase hull  UD Rating  Size    Speed
0     0              -              -          -       -
10    1              Stardock       10         1000kT  13
15    1              Stardock       11         1500kT  13
20    1              Stardock       11         1500kT  14
25    2              Starbase       12         2000kT  14
30    2              Starbase       12         2000kT  15
35    2              Starbase       12         2500kT  15
40    2              Starbase       13         2500kT  15
45    2              Starbase       13         3000kT  16
50    3              Ultrastation   13         3000kT  16
60    3              Ultrastation   13         3500kT  16
70    3              Ultrastation   13         4500kT  16
75    4              Ultrastation   13         4500kT  16
80    4              Ultrastation   13         5000kT  17

In game messages will be sent by the overseer notifying players of all changes relavent to missle silos. This includes UD rating, packet speed and size, starbase hull, the number of silos per cluster, as well as armor and weaponry upgrades. I will specify the exact stats of the missles launched by the silos, but I will only mention that the armor or weapons on a silo have been upgraded. The exact type of armor or weaponry on the base will not be announced.

Note: I am unsure if warp 17 is actually attainable, but it technically is if two UD 13's are used which allows for an extra warp speed. I may be wrong however. If I am wrong, then warp 16 will bt the max packet speed.

The type of mineral(s) that make up these packets will be determined by the player, but more on that later.

Flying in near the overseer planet clusters will be "The Nuclear Football" and "The Biscuit". These ships are controlled by a second host race, the Controller. There is one of each ship per overseer cluster. They will never be in the same fleet, and will never be in planetary orbit, only in space. These ships will be named in such a way that the players of the game are able to determine which planetary cluster the ship originated from. These ships are collectively called "The Nuclear Football Fleet" or TNFF.

These ships serve as the keys to the overseer missle silos. If you control a TNFF, you control the missle silos, and can launch nuclear strikes at your enemies. Controlling a TNFF is defined as follows.

Players of this game will be given a ship design which they are not to delete whos purpose is in controlling the ships of the TNFF. These ships are called Escorters. Controlling a TNFF ship is accomplished by intercepting it, or being in the same location as the TNFF ship. There are three states of control for TNFF ships: Controlled, Contested, and Uncontrolled.

Controlled state: When a player intercepts a TNFF ship with an escort ship, the TNFF ship enters a controlled state and will follow the escort ship at warp 8. It will not follow the ship into orbit of a planet. If the escort ship that controls the TNFF ship enters orbit of a planet, the TNFF ship will roam around the planet staying within 10 ly of it.
Contested state: If two or more players intercept a TNFF ship at once, the TNFF ship is in a contested state and will not travel anywhere until it becomes Controlled or Uncontrolled.
Uncontrolled state: This is the default state for TNFF ships. In this state, the TNFF ship will roam the space around its overseer planet cluster. If it is in this state far away from its origin cluster, it will fly back towards its origin cluster. A TNFF ship will enter this state from a Controlled state if the controlling escort ship is destroyed, and it will enter this state from a Contested state if all escort ships leave the area of the TNFF ship, or are destroyed. A TNFF ship will also enter an Uncontrolled state if the escort ship it is following uses a stargate to travel.

Once you control a TNFF ship, it will follow your escort ship at warp 8. Following the scort ship will be done by hand by the host (me), and will not be done by setting the scort ship as a waypoint. Following an escort will work like this.

Turn 1: You gain control of a TNFF ship. Your escort then flies to another location in the universe. The TNFF ship does not move this turn.
Turn 2: The TNFF ship will set a waypoint in the universe of the absolute position of the escort ship during this turn. If the escort ship ended up at X1000 Y1224, the TNFF ship will set a waypoint of X1000 Y1224.
Turn 2 repeats until the TNFF ship returns to a Contested or Uncontrolled state. If the escort ship flies in orbit of a planet, the TNFF ship will roam within 10 ly of the planet until the escort ship flies to another planet.

Note that I have not decided if the TNFF ships will be allowed to travel faster than warp 8 yet. I will likely allow them to travel at warp 10, accept when following an escort ship, which will always be at warp 8.

The point of controlling a TNFF ship is to escort it to a planet you control that has a starbase (stardock or greater starbase hull, orbital forts do not qualify). Once you bring both The Nuclear Football and The Biscuit from the same overseer cluster planet origin to a planet with a starbase, you will have the ability to order nuclear strikes. This is done by sending the Overseer an in game message. The message has the following format:

Nuclear Missle Launch Clearance
Origin: _____*
Cluster: ______
Target: ______**
I-___% G-___% B-___%***

* This is the planet that the TNFF ships are oribing (within 10 ly of).
** For each planet you are attacking, include this line
*** This line is used to state the makeup of each missle you are launching at this planet. One line per missle.

Example strike order at a cluster which has 3 active missle silos:

Nuclear Missle Launch Clearance
Origin: Match
Cluster: 3
Target: X-Ray
I-100%
I-100%
Target: Y-Has
G-50% B-50%

This order would use cluster 3 to launch 2 missles comprised of 100% iron to X-Ray, and one missle comprised of 50% Germ and 50% Bora to Y-Has. If you control TNFFs from more than one cluster, send a seperate message for each cluster.

You must control both The Nuclear Football and The Biscuit at a planet with a starbase during the turn you send the nuclear missle launch clearance as well as the turn when the message is recieved. This requires additional work on my part so please make my job easier by following the above nuclear strike order form. If any ship from the TNFF you are using to launch this strike enters a Contested or Uncontrolled state in the turn I recieve your nuclear strike order, the strike will not be carried out. If you improperly specify Origin planet or overseer cluster, I will ignore the message and no missles will be launched.

Feel free to launch as many missles at once planet as you want, even if you control multiple clusters. You may fire one missle per silo at any target of your chosing with a few restrictions:

-You may only target enemy planets that are populated in the turn you send the message and the turn the overseer recieves the message. This means you cannot target unpopulated planets, or planets that you own.
-You may not target overseer planets.

Players are allowed to specify what minerals they want in the packet due to the fact that PP packets terraform the planets they strike.

Every 100kt of minerals that strike the planet have a 50% chance of terraforming the target world by 1%, and (it appears) to have a 5% change of permaforming the world by 1%. The world is terraformed towards the launching races ideal value, disregarding the enemies hab settings. The type of mineral effects the range terraformed: Iron terraforms Grav, Bora terraforms Temp, Germ terraforms Rad. The Overseer race will be Tri-Immune, in which case the planetary values will be terraformed towards the closets edge.

There is one main defense against nuclear strikes: destruction of missle silos. Players will be allowed to have the overseer race set to enemy, and be able to send warfleets into orbit of the overseer planet clusters in order to destroy the missle silos and prevent a nuclear launch from being initiated. Note that the silos will be armored enough so that destroying them will be a slight challenge. You may destroy a missle silo whenever you please. It does not have to be controlled by anyone if you chose to attack it.

Game rules

-The Controller race must be set to friend at all times.
-Destruction of The Nuclear Football or THe Biscuit is banned, will require a turn regen to fix, and may result in ejection from the game.
-Bombing, pop-dropping, or using a robber baron on any of the Overseer worlds is banned and may result in ejection from the game.
-Using freighters to absorb nuclear missles while in transit is banned and will definately result in ejection from the game.
-Mass drivers are banned and may only be used by the Overseer race.
-AR, CA, and PP races are banned. AR is banned because colonists don't die as a result of nuclear strikes, CA is banned due to instaforming which alliviates them from the effects of a nuclear winter (terraforming packets), and PP is banned because only the Overseer race can use mass drivers.
-Tri-immune race designs are not allowed as they are immune from one of the effects of the nuclear winter and gives them an unfair advantage.
-"Cooperating" with an "enemy" in order to gain free minerals by repeatedly striking unimportant planets for the sole purpose of gaining minerals is also forbidden and is considered and exploit rendering you subject to punishment or removal from the game.
-Utilizing any aspect of the nuclear strikes for personal gain other than the destruction of your enemy will not be tolerated.
-Use common sense. Don't do anything if the only purpose is personal gain by bending the rules in your favor. I will notice and it will not be tolerated.
-All the players in this game may contact the host (me) via email if they believe any particular player to bet of the game scenario for personal gains. I will inspect all reports within reason, don't report for no reason as I will begin to ignore you.

Game Setup

This game will be setup and turns will be generated outside of autohost. The universe wil be manually edited to created the rings for the overseer race to inhabit. Enough turns will be generated for the Overseer race to colonize all of the worlds in each cluster, and to gain the required tech levels. During this setup period, I will not be playing any of the players races. I will record starting pop and minerals, and no resources will be spent on research. Once the setup is complete, I will use freighters to load enough pop and minerals to revert the game back to a 2400 year start. I will leave a few extra minerals behind to due the 10 mines on the planet slightly lowering mineral concentrations of the homeworlds. The game will be played on autohost once the initial setup is complete.

I will be setting up and hosting this game and will not be playing as a race (obviously). I will get a private forum for the game going (if possible) and post all rules in easy to understand format there. Any specific questions can be asked in that forum or emailed to me.

The size of this game will depend on how many players are interested, or by popular vote. I would aim for at least 4 players for a medium universe. I would like to see a minimum of 4 players for this game, and will use a small universe if that is preferred. I would think 8 players is minimum for a large universe and 16 for huge. If I get alot of interest in this I may host two smaller games of 4-8 players. The density of the galaxy will be voted on by players, though ideally I would go for a medium dense universe.

Medium/Large/Huge (depends on #players and less so on vote)
Normal/Dense/Packed (depends on #players and less so on vote)
Player Starting Positions: Distant. Note that I will use disgression when generating the universe. I will make sure that no player has a homeworld very close to a overseer cluster.
ACC BBS checked

No pre-game alliances please.

Winning
Last man standing, or popular vote.
In game alliances allowed.

If you would like to play in this game, please state what universe size you would prefer as well as the universe density. Please post here and send me your race file and race password to snakeb-at-optonline-dot-net.

Also, if you see any glaring balance issues, please mention them. I have tried my best to create a balance game scenario, but I may not have thought of everything.

[edit]

Chaff is allowed, split fleet is allowed within reason (as in don't be a jerk). All other cheats are banned (obviously).


[Updated on: Sat, 07 August 2004 01:33]

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Re: New Game - Nuclear Football Sun, 08 August 2004 10:47 Go to previous messageGo to next message
brian12110

 
Crewman 2nd Class

Messages: 13
Registered: April 2004
Location: upstate new york
Sounds like an interesting concept. I vote for Medium - Normal size so that it can finish in some reasonable time.

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Re: New Game - Nuclear Football Sat, 14 August 2004 15:52 Go to previous messageGo to next message
SnakeChomp is currently offline SnakeChomp

 
Petty Officer 1st Class

Messages: 61
Registered: April 2003
Location: Stamford, CT

Found a few things that I could clarify more clearly.
Quote:

Turn 2: The TNFF ship will set a waypoint in the universe of the absolute position of the escort ship during this turn. If the escort ship ended up at X1000 Y1224, the TNFF ship will set a waypoint of X1000 Y1224.

Not that the escort ship should also move to a different location during turn 2. If the escort ship does not move and the TNFF ship it controls ends up in the same location in space as the escort ship it follows, the TNFF ship will begin from turn 1. This means that it will not move during the turn in which the escort ship leaves the vecinity of the TNFF ship again.

Quote:

Once you bring both The Nuclear Football and The Biscuit from the same overseer cluster planet origin to a planet with a starbase, you will have the ability to order nuclear strikes.

This should specifically read:
Once you bring both The Nuclear Football and The Biscuit from the same overseer cluster planet origin to the same planet with a starbase, you will have the ability to order nuclear strikes.

Quote:

Note that I have not decided if the TNFF ships will be allowed to travel faster than warp 8 yet. I will likely allow them to travel at warp 10, accept when following an escort ship, which will always be at warp 8.


TNFF ships will roam around their origin clusters at warp 6. If they are in an uncontrolled state and far away from their origin clusters, they will travel back to their clusters at warp 9. When following an escort ship, they will travel at warp 8.

Quote:

Players of this game will be given a ship design which they are not to delete whos purpose is in controlling the ships of the TNFF. These ships are called Escorters.

I have changed my mind in regards to how this ship will be designed. I will not be designing this ship for each race during the setup period. Instead, I will define guidelines for designing these ships and I will allow the players to build them on their own, as well as upgrade them with better engines as the game progresses. The guidelines for this ships are actually pretty relaxed. The only two requirements for these ships is that they are built on the Scout hull and have this name: "Escort". This will allow for each PRT to put their specialized items onto the design, such as Antimatter fuel tanks for IT, or stealth cloaks for SS.

Because of the requirement to have the esciprt ships named "Escort", no other ship designs should be given this name unless they are an escort ship of different design. This is obvious. If any player designs two different ships and names the design "Escort" and one of the ships is not qualified to be an escort ship they will be punished and possibly ejected from the game. Having more than one design of an Escort ship is allowed so long as they are both named "Escort" and are both based on the Scout hull. I don't want to see any frigate hulls named "Escort".

Note that because I will no longer see the name of the ships heading for the TNFF ships until I encounter their design in combat, both The Nuclear Football and The Biscuit will be armed and they will engage all ships that intercept them in combat. They will not attempt to shoot any ships in combat with them. This is only so that I can see the ship design and name of the ships intercepting me. If I do not do this I will not know if the ship in orbit with the TNFF ship is actually an escort ship or not.

It has come to my attention that the WM race will see enemy ship designs before encountering them in battle, so the above statement is being removed from the game description. I won't need to engage you in battle anymore, I'll just start following you around if you send an escort to a TNFF ship.

Note on Escort ships intercepting and controlling TNFF ships

If you intercept and take control over an TNFF ship with a fleet of more than one Escort ship, and later on split these Escort ships into different fleets, the TNFF ship that you were controlling will return to an uncontrolled state. This applies to general cases. One example: Your controlling fleet contains 4 cruisers and 2 escorts. You may split the 4 cruisers into a different fleet and still maintain contorl of the TNFF ship. If you at any time split the 2 escorts into different fleets the TNFF ship will return to an uncontrolled state. This includes splitting the original fleet into two fleets of 2 cruisers and 1 escort, or splitting off 1 escort, or any other situation in which the escorts split into different fleets.

Overseer clusters

Clusters will be numbered. The positions of the clusters and their respective number will be published and available before the game begins as well as during play. The TNFF ships from each cluster will have the number of their origin cluster appended to their name. Example: The Nuclear Football (3). This ships origin cluster would be cluster 3.

Hosting Notes

Turns will initially be generated every weekday at 1200GMT and will be slowed down to MWF @ 1200GMT at the request of the players.


[Updated on: Tue, 17 August 2004 16:06]

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Re: New Game - Nuclear Football Sat, 04 September 2004 03:54 Go to previous messageGo to next message
Ashlyn is currently offline Ashlyn

 
Lt. Commander

Messages: 834
Registered: November 2002
Location: Pueblo CO USA

Hi just checkin... whats the status of this game??

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Re: New Game - Nuclear Football Sat, 04 September 2004 13:50 Go to previous messageGo to next message
SnakeChomp is currently offline SnakeChomp

 
Petty Officer 1st Class

Messages: 61
Registered: April 2003
Location: Stamford, CT

Aparently nobody likes playing football. Sad

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Re: New Game - Nuclear Football Wed, 08 September 2004 19:30 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
Warrant Officer

Messages: 132
Registered: February 2003
Location: the Netherlands
You can play football with a lot less rules then this Wink

Maybe try again in a couple of weeks/months (and maybe shorten the rulessection?)



If you can't beat me... Run away...

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Re: New Game - Nuclear Football Thu, 09 September 2004 15:02 Go to previous messageGo to next message
SnakeChomp is currently offline SnakeChomp

 
Petty Officer 1st Class

Messages: 61
Registered: April 2003
Location: Stamford, CT

Sinla wrote on Wed, 08 September 2004 19:30

You can play football with a lot less rules then this Wink

Maybe try again in a couple of weeks/months (and maybe shorten the rulessection?)


Well, if I hacked out some rules or provided less info for this game, there would be more room for misinterpretation of what needs to happen to play this game, which leads to more of a hassle for me as I have to cope with everybodies version of the rules. Most are there simply to keep the balance of the game in check. Freighter uploads would ruin the game, as would any of the exploits I mention in that section. I'm just trying to cover all the areas.

I could remove the requirement of special escort ship designs and just have the nuclear football fleets follow what ever fleet intercepted them, but I doubt that would make much difference at this point.

Maybe another time, I won't be forgetting this idea any time soon. Smile

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Re: New Game - Nuclear Football Fri, 24 September 2004 17:23 Go to previous message
Ashlyn is currently offline Ashlyn

 
Lt. Commander

Messages: 834
Registered: November 2002
Location: Pueblo CO USA

Topic locked.

Balloon

Ash

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