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Home » Stars! 2.6/7 » New Game Announcements » New Game - Long hard road
icon8.gif  New Game - Long hard road Thu, 05 May 2005 07:09 Go to next message
Dyrham is currently offline Dyrham

 
Petty Officer 2nd Class

Messages: 50
Registered: June 2003
This is a game concept for advanced players I would suggest.

The concept is based on the reality of space ...vast, thinly dispersed Star systems. Also the current reality of technology and habitable places.

Parameters are Huge , Sparse, Distant. Only Slow tech checked.

Special rules: No Stargates allowed, No fuel ship hull designs, no fuel tanks to be mounted on other hull design types.

Race restrictions: No IS or CA, No TT as LRT. LSP must be taken.
( No IT I guess as it would contravene special rules instantly !)

Hab range restrictions: No immunities. Range must be centred in each of the three environments but can be as wide/narrow as desired.

Cheats banned but chaff allowed.

Game will be played on Autohost at 24hr turns for as long as it takes. Only stops on Christmas and Easter. In the event of AH crashes players should e-mail turn files to the host who will upload and restart game without further delays.

Host will be playing. Race designs can be taken on trust or I may get a third party to do a check and random check players ship/starbase designs.

Number of players = 7 - 11

Winner = last man standing or by common acclaim of all survivors.

Comments and race files to dyrham AT hotmail DOT com.

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Re: New Game - Long hard road Thu, 05 May 2005 10:24 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
Interesting concept. Can I ask what the TT and immunities restrictions are for?

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Re: New Game - Long hard road Thu, 05 May 2005 10:44 Go to previous messageGo to next message
Dyrham is currently offline Dyrham

 
Petty Officer 2nd Class

Messages: 50
Registered: June 2003
>>Interesting concept. Can I ask what the TT and immunities restrictions are for?

Immunity restriction ( and centred hab ranges ) to create competition on all habitable worlds and make many uninhabitable. TT restriction to keep many worlds below 100%.

Overall I wanted to see how people react. Do you go wide hab, low growth or vice versa or some other trade off. Also, diplomacy will be interesting if most habitable worlds can be suitable for most players.

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Re: New Game - Long hard road Thu, 05 May 2005 10:52 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
Thanks. I would love to try this game, but I think I'm too stretched at the moment, esp. with a 24hr turn rate! Shocked

But it would be interesting to see the manoevering since there are no stargates.

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Re: New Game - Long hard road Thu, 05 May 2005 13:27 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1207
Registered: April 2003
Location: Slovenia, Europe
Hi!
PricklyPear wrote on Thu, 05 May 2005 16:52

But it would be interesting to see the manoevering since there are no stargates.

From my experience in a "primitive" game without gates (IMO this game is not so much different) I'd say just "sit and grow big" would be the best strategy. I had problems moving ships in medium universe, half the size of this one. How the hell will one move "standard" warfleet of several tens of BBs, sweepers and several thousands of chaff 1000 LY far to attack his enemy's core planets without hundreds of (forbidden) SFXes Shocked ? And if he succeddes in just moving them there, they will be outdated on arrival for at least a decade and a half!
I had one hard experience with gateless game. Nobody will see me in another one.
Just my my 2 cents .
BR, Iztok

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Re: New Game - Long hard road Thu, 05 May 2005 13:49 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
>How the hell will one move "standard" warfleet of several tens of

Ramscoops? Smile

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Re: New Game - Long hard road Thu, 05 May 2005 14:14 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

Public transport? Very Happy


** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: New Game - Long hard road Thu, 05 May 2005 18:35 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Seems it will be SD slugfest as primitive games are. Too good to be SD where people cant gate.

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Re: New Game - Long hard road Thu, 05 May 2005 22:22 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

If SD is being allowed then I'd recommend banning the mini-minelayer hull as an empty design with only an engine. The hull carries 400mg of fuel and is used in a game like this extensively like a banned fuel transport. No other PRT has a hull that can carry so much fuel so early on. However, the hull should be allowed provided it has mines in the design.

my my 2 cents
Ptolemy


[Updated on: Thu, 05 May 2005 22:23]





Though we often ask how and why, we must also do to get the answers to the questions.

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Re: New Game - Long hard road Sun, 08 May 2005 14:41 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
I took a quick look and designed a race I think would do very well. Pity the SD that would stand in my way. (512 mine limit in huge galaxy weakens SD some.

Lack of gates affects both attack AND defence, gates allow a defender to send nearly his whole fleet to any corner of his empire. So I see potential for the aggressives as well.

Big change I see is power of stealth... without gates and with such sparce planets, suprise is huge.

Big problem with such a game is the micromanagement at the end.

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Re: New Game - Long hard road Sun, 08 May 2005 21:13 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Potential for agressives? SD is considered one of the most agressive PRT-s out there. Very Happy It will be quite agressive game. All have basically same hab. Nod SD can even scout as quick as JOAT, since its sparse and only SD has fuel.

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Re: New Game - Long hard road Mon, 09 May 2005 05:42 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1207
Registered: April 2003
Location: Slovenia, Europe
Hi!
multilis wrote on Sun, 08 May 2005 20:41

I took a quick look and designed a race I think would do very well. Pity the SD that would stand in my way.
You serious? I've had a look over about 50 turns at advanced SD fighting away a SS and a WM, both with double his res. I've been helping him only with tech. Remember, there's NO SFX hull that would provide fuel AND repair. You'd need to constantly produce sweepers in BIG numbers, and ferry them to front 500LY+ far. He only needs to kill your fuel carriers (LFs) and docks/stations on your planets close to him and you'd be fuelless / repairless most of the time.

Quote:

Lack of gates affects both attack AND defence...
Yeah, but on attack you're operating in his space. His reinforcements/fuell/repair are 1-3 turns away, yours 10.

Quote:

Big change I see is power of stealth... without gates and with such sparce planets, suprise is huge.
Another reason for playing SD. Detonating MFs reveal approximate position of enemy's fleet(s).

Quote:

Big problem with such a game is the micromanagement at the end.
That's the rason why I limited myself to games with about 30 planets per player. Had a small shock when I received the uni for the game Galactic Awakening: "Me nuits? Shocked 80 planets per player?!?"
BR, Iztok

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Re: New Game - Long hard road Mon, 09 May 2005 14:33 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

I've had a look over about 50 turns at advanced SD fighting away a SS and a WM, both with double his res

...and there was a PP helping him a bit as well. 512 mine limit not bad in his small warfront.

You've only seen one gateless game with people who likely weren't as tuned to the differences in the style.

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Re: New Game - Long hard road Tue, 10 May 2005 02:36 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1207
Registered: April 2003
Location: Slovenia, Europe
Hi!
multilis wrote on Mon, 09 May 2005 20:33

...and there was a PP helping him a bit as well. 512 mine limit not bad in his small warfront.
You've only seen one gateless game with people who likely weren't as tuned to the differences in the style.

Small warfront? He had the front accross about half the medium uni - 500LY+. He hit the 512 MF limit, he hit the max size X file limit, each his turn took from 3 to 6 hours. But he survived and (if game would take another few turns) he would kill main attacking fleets of both opponents.

Lessons I learned:
1. it is hard to kill a SD;
2. it is hard to kill an advanced player, who loves MM;
3. it is very hard to fight over very long distances without gates/SFX/fuel tanks;
4. it is the worst nighmare to fight an advanced SD, who loves MM, over very long distances without gates/SFX/fuel tanks.

See, I'm not speaking of gateless only game. "Long hard road" game was announced for advanced players. You'll likely meet there better players you've played until now, and worse conditions that were in "Dark Ages 3" (we still had Super fuel tanks in medium uni). So please don't say
Quote:

Pity the SD that would stand in my way
until you've played against a serious one in a game that heavily favors defensive play.
BR, Iztok

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Re: New Game - Long hard road Tue, 10 May 2005 06:17 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
iztok wrote on Tue, 10 May 2005 02:36


Lessons I learned:
1. it is hard to kill a SD;
2. it is hard to kill an advanced player, who loves MM;
3. it is very hard to fight over very long distances without gates/SFX/fuel tanks;
4. it is the worst nighmare to fight an advanced SD, who loves MM, over very long distances without gates/SFX/fuel tanks.


Could you please elaborate on some of the tactics employed. I'm interested in this Smile

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Re: New Game - Long hard road Tue, 10 May 2005 19:01 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
About SD strategies ... there is lot of good reading in that Primary Traits/SD section of our Homeworld Forum. Wink

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icon13.gif  Re: New Game - Long hard road Mon, 16 May 2005 10:47 Go to previous messageGo to next message
Dyrham is currently offline Dyrham

 
Petty Officer 2nd Class

Messages: 50
Registered: June 2003
There seems little enthusiasm for this game concept ( in other words nobody has sent a race ! ) So I think i will drop it.

Someone close the thread please ...?

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Re: New Game - Long hard road Mon, 16 May 2005 11:51 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

Topic Locked at Dyrham's request due to lack of interest.

Rolling Eyes

See? I could be a moderator of a proper forum! Really I could! Wink



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: New Game - Long hard road Mon, 16 May 2005 12:00 Go to previous message
Ashlyn is currently offline Ashlyn

 
Lt. Commander

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

Wink

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