Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Bar » Primitive New Year
Primitive New Year Fri, 21 November 2008 15:05 Go to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Just an idea to kick around. All criticism welcome.
I want to host a game starting around the second/third week of January.

Universe parameters
Small Packed Distant

Game parameters
No B:MM
No Slow Tech Advance
Yes Accelerated BBS
No random events not checked
No Public Scores
No Galaxy Clumping

Host is not playing

Exploits
chaff is ok
split fleet dodge is ok

Race designs - general restrictions
1. Leftover advantage points MUST be set to defenses
2. LRTs
check(and only check) ARM, IS, GR, UR, MA, NRSE, CE, BET, RS

3. Hab settings
Base Settings
Grav 0.71 to 1.40
Temp -40 to 40
Rad 0 to 20
One value may be expanded up to eleven clicks, and a second may be expanded by as many as seven clicks, the third may be either expanded up to three clicks or shifted up to nine clicks

4. Max population growth rate is 8%, 7% for CA, 5% for HE
5. Start at 3 box may NOT be checked by JOAT
6. Mines MUST cost at least 6
7. Factories MUST cost at least 15
8. Factory efficiency may not be better than 1.2 (12 resources per 10 factories)
9. You may NOT check the cost 1kt less box
10. Mine efficiency may not be better than 1.2 (12kt per 10 mines)
11. Factories operated may not be higher than 12
12. Mines operated may not be higher than 14
13. Weapons MUST be set to expensive.
14. No cheap Propulsion.
15. Average research cost must be greater than normal. This means if you select one cheap you must select at least two expensive, if two cheap then at least three expensive.


Game Play Rules
1. All fuel transport hulls are banned (fuel transport for IS and Super Fuel Transport for all races)
2. The tech 0 fuel pod is banned. Any ships that contain this part on game start-up must be scrapped on the first turn.
3. JOAT may NOT build DD, or FF hulls
4. CA may NOT build mine layer components or OA
5. The ONLY stargate allowed is the 100/250 gate.
6. ALL players MUST be set to 'enemy'
7. ALL players MUST have battle orders set to 'attack everyone'
8. Missiles may only be built on Space Stations. Ships are restricted to torpedoes.

Victory Conditions
Exceed second place score by 100%?

Turn Generation
Daily until 2430 or players request

Updated with changes in red




[Updated on: Mon, 24 November 2008 06:39]

Report message to a moderator

Re: Primitive New Year Fri, 21 November 2008 17:57 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
You've got the "no start at 3" requirement listed twice.

I'm interested in playing this, but I prefer a clear victory objective. Exceed second place score by 100% is always good.



What we need's a few good taters.

Report message to a moderator

Re: Primitive New Year Fri, 21 November 2008 19:04 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Why Beginner Maximum Minerals?
Also, it looks like all races would end up being essentially factoryless with those settings, why not just specify factoryless races? I don't know about anyone else but I'm not paying 20 resources for a factory. WTH

How about this? Require 1/700 pop efficiency, since that's affordable with those race settings, and leave the factory/mine settings free.


[Updated on: Fri, 21 November 2008 19:13]

Report message to a moderator

Re: Primitive New Year Fri, 21 November 2008 20:05 Go to previous messageGo to next message
swp1 is currently offline swp1

 
Petty Officer 1st Class

Messages: 68
Registered: February 2008
Location: outside Philadelphia, PA
well, it certainly doesn't leave much to the imagination.

will people play PP and hope to fling their way to victory?

or CA with TT and hope to survive long enough to make a tech advantage that cannot be overcome?

or IT with 2 worlds to start, doubling the chance of victory?

or a WM who can bully their way to a few early HW conquests?

or an HE that is neither hyper nor expanding?

I will say this for it, AR isn't the worst choice available any more!

Report message to a moderator

Re: Primitive New Year Fri, 21 November 2008 21:16 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
Coyote wrote on Fri, 21 November 2008 18:04

Why Beginner Maximum Minerals?
Also, it looks like all races would end up being essentially factoryless with those settings, why not just specify factoryless races? I don't know about anyone else but I'm not paying 20 resources for a factory. WTH

How about this? Require 1/700 pop efficiency, since that's affordable with those race settings, and leave the factory/mine settings free.


I dunno. With 8% growth rate, I might pay 20 resources for a factory that gives me 1.2 resources per year. That's a 6% ROI, nearly doubling my econ growth rate until I run out of germ. I'm not saying it's a great choice, I'm saying it's an interesting choice to have to make, and it doesn't seem a slam dunk to just go factoryless. Not to me at first glance anyway.

Although I don't mind the idea of forcing 1/700, and just saying "do what you will" with factories and mines.



What we need's a few good taters.

Report message to a moderator

Re: Primitive New Year Fri, 21 November 2008 21:36 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
0.2% Min damage ok?!

???

...

Not Good IMO.

Report message to a moderator

Re: Primitive New Year Sat, 22 November 2008 00:06 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

swp1 wrote on Fri, 21 November 2008 17:05



I will say this for it, AR isn't the worst choice available any more!

No, AR would be thouroughly boned in this game setup. Slow tech? Generalized research? Energy cost normal? They'd be paying eight times normal cost to increase their resources - equivalent to an industrial race paying 72 resources per factory. They'd need enegrgy cheap and no GR to be on an even keel.

Report message to a moderator

Re: Primitive New Year Sat, 22 November 2008 10:32 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
neilhoward wrote on Fri, 21 November 2008 21:05


Exploits
ur ce scraping is ok
battle board overload is not alowed
0.2% Minimum damage is ok
cheap starbase is allowowed if no players select AR
spacedock armor buffer is allowed for AR others will have hull deleted



Breaking with tradition and decency... tststs.

But seriously, I am a bit concerned that players get used to use this cheats/exploits and (accidently) apply them also in other games.

Do you think it necessary for your game-setup that the players use the cheats?
* cheap starbase
This means for the price of an empty dock or starbase you get a fully equipped orbital defense making it invincible for quite a long time until the attackers can produce really big fleets. Is this your intention? Doesn't it make the game very boring? I always thought that the thrill of the primitive games is rather the fights with clubs.


[Updated on: Sat, 22 November 2008 10:37]

Report message to a moderator

Re: Primitive New Year Sat, 22 November 2008 22:40 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
skoormit wrote

You've got the "no start at 3" requirement listed twice.


oops
skoormit wrote


I'm interested in playing this, but I prefer a clear victory objective. Exceed second place score by 100% is always good.


I think that is a good idea. Fixed.
Coyote wrote

Why Beginner Maximum Minerals?


My game parameters were a bit ambiguous. I did not intend B:MM. Fixed.
Coyote wrote


Also, it looks like all races would end up being essentially factoryless with those settings, why not just specify factoryless races? I don't know about anyone else but I'm not paying 20 resources for a factory. WTH


I want factories to be painful.
Coyote wrote


How about this? Require 1/700 pop efficiency, since that's affordable with those race settings, and leave the factory/mine settings free.

Now there is a thought. Let me keep that in reserve.
swp1 wrote

well, it certainly doesn't leave much to the imagination.


My hope is that such heavilly restricted race parameters will force a different type of play, putting greater emphasis on style.
skoormit wrote

.
I dunno. With 8% growth rate, I might pay 20 resources for a factory that gives me 1.2 resources per year. That's a 6% ROI, nearly doubling my econ growth rate until I run out of germ. I'm not saying it's a great choice, I'm saying it's an interesting choice to have to make, and it doesn't seem a slam dunk to just go factoryless. Not to me at first glance anyway.


I finished 'Gunboat Diplomacy' a close(to second not first) third of eight with 10,25,14 factory settings. My race was a variation on JCs Altai. When the time came to build, it really hurt, but the pay off was dramatic.
magic9mushroom wrote

0.2% Min damage ok?!

Not Good IMO.

I just have this image of being thrown into a bin full of rusty razors. What is not to like? If I redact that allowance, can I sign you up?
Coyote wrote


No, AR would be thouroughly boned in this game setup. Slow tech? Generalized research? Energy cost normal? They'd be paying eight times normal cost to increase their resources - equivalent to an industrial race paying 72 resources per factory. They'd need enegrgy cheap and no GR to be on an even keel.

Should I allow AR(and only AR) to take energy cheap? Or should I allow each race to take one research inexpensive (barring weapons and propulsion)?
Altruist wrote


Breaking with tradition and decency... tststs.

But seriously, I am a bit concerned that players get used to use this cheats/exploits and (accidently) apply them also in other games.

Do you think it necessary for your game-setup that the players use the cheats?
* cheap starbase
This means for the price of an empty dock or starbase you get a fully equipped orbital defense making it invincible for quite a long time until the attackers can produce really big fleets. Is this your intention? Doesn't it make the game very boring? I always thought that the thrill of the primitive games is rather the fights with clubs.


I would like to see how folks cope. Cheap SB is out if someone picks AR. I am not married to the idea of allowing exploits other than chaff and split fleet. I just put it out there.
...

Report message to a moderator

Re: Primitive New Year Sun, 23 November 2008 00:58 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
neilhoward wrote on Sun, 23 November 2008 14:40

magic9mushroom wrote

0.2% Min damage ok?!

Not Good IMO.

I just have this image of being thrown into a bin full of rusty razors. What is not to like? If I redact that allowance, can I sign you up?


I was just WTFing at allowing a bug that allows fleets of 600 DDs to kill fleets of 500 BBs. I'm not going to play.

Quote:

Coyote wrote


No, AR would be thouroughly boned in this game setup. Slow tech? Generalized research? Energy cost normal? They'd be paying eight times normal cost to increase their resources - equivalent to an industrial race paying 72 resources per factory. They'd need enegrgy cheap and no GR to be on an even keel.

Should I allow AR(and only AR) to take energy cheap? Or should I allow each race to take one research inexpensive (barring weapons and propulsion)?


Might be a good idea.

Quote:

Altruist wrote


Breaking with tradition and decency... tststs.

But seriously, I am a bit concerned that players get used to use this cheats/exploits and (accidently) apply them also in other games.

Do you think it necessary for your game-setup that the players use the cheats?
* cheap starbase
This means for the price of an empty dock or starbase you get a fully equipped orbital defense making it invincible for quite a long time until the attackers can produce really big fleets. Is this your intention? Doesn't it make the game very boring? I always thought that the thrill of the primitive games is rather the fights with clubs.


I would like to see how folks cope. Cheap SB is out if someone picks AR. I am not married to the idea of allowing exploits other than chaff and split fleet. I just put it out there.
[/quote]

The exploits generally unbalance the game and benefit people who abuse them completely. I don't like them.

Report message to a moderator

Re: Primitive New Year Sun, 23 November 2008 09:57 Go to previous messageGo to next message
swp1 is currently offline swp1

 
Petty Officer 1st Class

Messages: 68
Registered: February 2008
Location: outside Philadelphia, PA
neilhoward wrote on Sat, 22 November 2008 22:40

Coyote wrote


How about this? Require 1/700 pop efficiency, since that's affordable with those race settings, and leave the factory/mine settings free.

Now there is a thought. Let me keep that in reserve.

I like it better without that additional restriction. if someone wants to take 1/800 pop efficiency, let them.

unless you want everyone to have the exact same race, in which case just say so and email out the race file to people after they have committed. puts a little burden on you to create 1 of each PRT though.
neilhoward wrote on Sat, 22 November 2008 22:40

swp1 wrote

well, it certainly doesn't leave much to the imagination.


My hope is that such heavilly restricted race parameters will force a different type of play, putting greater emphasis on style.

depending on universe size, it may degenerate to rabid weasels in a box.
neilhoward wrote on Sat, 22 November 2008 22:40

magic9mushroom wrote

0.2% Min damage ok?!

Not Good IMO.

I just have this image of being thrown into a bin full of rusty razors. What is not to like? If I redact that allowance, can I sign you up?

this is a really bad idea. even though I doubt it will be possible with the settings you using to get a large stack of BBs (say, 500) to get killed off by a large stack of DDs (say, 700).
neilhoward wrote on Sat, 22 November 2008 22:40

Coyote wrote


No, AR would be thouroughly boned in this game setup. Slow tech? Generalized research? Energy cost normal? They'd be paying eight times normal cost to increase their resources - equivalent to an industrial race paying 72 resources per factory. They'd need enegrgy cheap and no GR to be on an even keel.

Should I allow AR(and only AR) to take energy cheap? Or should I allow each race to take one research inexpensive (barring weapons and propulsion)?

no. 1 inexpensive leads everyone to take a CA with 1/800 pop efficiency and TT and Bio cheap. keep the "nothing cheap" restriction.

and please, once again, just to make it clear how bad I think this is, disallow all of the exploits/cheats.

swp

Report message to a moderator

Re: Primitive New Year Mon, 24 November 2008 04:21 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!

I've been in one such a game. My general impression is your game rules are WAY WAAAY to restrictive. Game will progress extremely slow, or will end abruptly, before fights even start.

Deal The initall hab is 1 in 92. With full non-TT terra is the hab still only 1 in 9. At the start most of players will have ONLY the HW and maybe a small yellow in "their" space.

Deal If one guy gets lucky and finds just ONE good planet in "his" space, will he grow so fast that he may break the "Exceed second place score by 100% UFO abduction " in time when the second-place player starts collecting tech for the first terra-11.

Deal There will be so small amount of resources, that the "crunching" of tech levels 10 for terra-11 will take decades, and will not start much before turn 50. Just growing will be THE MOST important thing for the first 70 or so turns. Sleeping

Deal In such over-nerfed conditions PRT advantages become very strong. Especialy:
- Twisted Evil the SD with its detonationg MFs can make it's territory and planets literarily untouchable for the first half of te century. Its mini-layer hull is also an excellent fuel tank, that will allow him to expand significantly faster than most other players.
- Twisted Evil PP's packets will be packets of Doom, because there will be lots of minerals from remote mining, players will be quite close, tech for defenses will be slow, and whatever could hit this slow-growig pop will make BIG impact.
- Twisted Evil The WM with its early advantages in weapons tech (rad terra-7!) and combat speed will catch just about everything in his space. Mid-game BC hull will be a monster ship, available long before BBs come out.

Deal "Cheap orbitals" cheat allowed will make attacks insanely expensive. Building in 2 turns a fully armed, shielded and armored Dock, that can deal with 20 DDs, for a cost of one DD is IMO a game-breaking rule Dead in this low-econ game, where almost every ship counts.

Deal In this extremly-slow tech game disalowing "start at 3" checked gives races with good starting techs BIG avantage. For an IS or an HE to get to where JoaT has been at start Nana nana bubu , it will take decades and several thousands resources. Wall Bash

If you want the game to be fun, allow players to do something besides scouting Smile . Current setting of the game way to much support the "sit-and-grow" approach. IMO you should:
- increase the intitial hab to at least 1 in 20, so players'll have a chance to find two greens in "their" space. This way you'll also decrease the impact of the lucky hab draw. Bigger econ will also make impact on all aspects of the game, allowing players to take bigger risks.
- Interesting tech settings could be: all tech expensive, one or two normal (not weapons); all players must check the start at 3.
- And please ban "cheap starbases". In this game this cheat is just too unbalancing.

My my 2 cents

BR, Iztok
...



[Updated on: Mon, 24 November 2008 04:30]

Report message to a moderator

Re: Primitive New Year-a second go Mon, 24 November 2008 07:01 Go to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Thank you all for your notes. I have made several concessions per your recommendations. I removed slow tech advance and nonstandard exploits and have added some room for hab variability. LRT restrictions are clarified. Players may take up to two inexpensive research fields & Non-Joat may take start at three. Minimum factory and mine costs are reduced. Still very restrictive. Playable?
Sherlock

Report message to a moderator

Previous Topic: Stars Supernova: Genesis - Has the NDA ran out?
Next Topic: Looking for a Co-Host for Team Game
Goto Forum:
  


Current Time: Fri May 03 09:12:18 EDT 2024