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Game idea: Diaspora. Thu, 27 November 2008 07:55 Go to next message
magic9mushroom is currently offline magic9mushroom

 
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Just throwing this out as a "what do you think".

There has been a great disaster in the universe and the 5 great empires of the time have all fallen. Fortunately, each of them had several fringe sects that split off and lived simple lives away from their empire. These fringe sects have now established contact with each other, and must work together to reestablish their empire and vanquish both the other empires and the blight which destroyed them in the first place.

6 player game, huge dense. One is the Blight, a tri-immune AR. The other 5 players each control 3 of the remaining 15 races. The races have to have the same hab (after all, they are biologically the same), but can be otherwise different (after all, they're fringe sects with different values). None of the races can be AR or CA, and they all must have different PRTs. Races controlled by different players cannot negotiate with each other, as an alien can never be trusted. Which races are controlled by which players is not to be released, though it may be deduced separately by the other players.

Because the ships carrying the sects were well-supplied and huge, each race starts with a full 1M pop planet, as well as large mineral stockpiles (100000kT of each mineral). Only normal, not full installations though, as the sects were backward. Each race can choose one technology to have knowledge of, and start at a high level in that tech. These can be different between different races of the same player.

The levels are (suggestions on improvements very welcome):

Energy: 14
Weapons: 10
Propulsion: 16
Construction: 11
Electronics: 13
Biotechnology: 22

The Blight starts with a 2M pop fully armed Ultrastation, mineral stockpiles and a fountain, and 10/8/12/12/8/7 tech.

a) any ideas on how to set this up?
b) your thoughts?

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Re: Game idea: Diaspora. Thu, 27 November 2008 09:01 Go to previous messageGo to next message
wizard is currently offline wizard

 
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Very interesting concept.
Which universe size do you plan? In large or huge, I would never play this as it would mean plenty of work. In small, it would be very interesting IMO...

A pity that I won't have time for this in the near future.

Any other restrictions on race selection?

Andreas

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Re: Game idea: Diaspora. Thu, 27 November 2008 11:30 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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I said huge dense in the first post. Laughing But probably large would be better. I just can't see it working properly in small.

A straight-out everyone-plays-3-races would be extremely fun in small, I'd agree.

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Re: Game idea: Diaspora. Thu, 27 November 2008 11:41 Go to previous messageGo to next message
wizard is currently offline wizard

 
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You should consider a medium universe. I can't imagine anyone controlling 1/5 of a huge dense universe or even more having fun... At least not anyone with a reduced amount of time Wink

Hey, that's 945 planets (910 in large), that makes 189 planets per player just on average. The 108 in Medium Dense seems much more playable IMO.

Just my my 2 cents

Andreas

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Re: Game idea: Diaspora. Thu, 27 November 2008 13:39 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Oh ho. A challenge not for the faint of heart! I'd love to play this one. Twisted Evil

A Huge Dense is probably too much, though. I'd settle for Huge Normal. Anything smaller wouldn't be worth three races to control. Rolling Eyes

As for the Habs, since they're different sects, there should be some leeway, say 5 clicks max in each hab, between them. But that's a minor thing that would mostly allow a reasonable intersettling of the different sects as well as more competition with the enemies. Whip

The main thing is: will the allied sects live near each other? Or be scattered away, possibly mixed with untrustworthy aliens? Shocked

Also, I guess this would mandate a setting of everyone to Enemy and also no diplomacy nor tech trade nor any other kind of trading? 2 Guns

What would be the Victory Conditions? Pirate

You could set it up either by using some of the planet and race editors, or the old-fashioned way, by creating the universe, setting research for everybody and force-genning a number or turns. Or even by using some item editor to create cost-zero scrappers for the advanced techs you'd want every race to have. There's a widely used Mod for this last one. Sherlock

Cheers,

PS: I may not have the time to play, unfortunately...



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Thu, 27 November 2008 13:44 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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wizard wrote on Thu, 27 November 2008 17:41

I can't imagine anyone controlling 1/5 of a huge dense universe or even more having fun... At least not anyone with a reduced amount of time Wink

You have a point with the amount of time, but, consider that to win you'd need to control (not necessarily inhabit or exploit) at least *half* the whole universe. Teleport

It would be *huge* fun for those with enough free time. Twisted Evil



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In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Thu, 27 November 2008 22:16 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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magic9mushroom wrote on Thu, 27 November 2008 13:55

The other 5 players each control 3 of the remaining 15 races. The races have to have the same hab (after all, they are biologically the same), but can be otherwise different (after all, they're fringe sects with different values). None of the races can be AR or CA, and they all must have different PRTs. Races controlled by different players cannot negotiate with each other, as an alien can never be trusted.


To cut down on the load of making orders for 3 races... you could make it an alliance game.
Just change the sentence:
"The other 5 players each control 3 of the remaining 15 races."
to:
"There are 5 alliances of each 3 players. Alliances are made pre-game and may/must coordinate their race designs with each other according to the following rules...."

But I'll have the same problem as Andreas, no time to play and especially from huge or big games I better keep away since they aren't my style.

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Re: Game idea: Diaspora. Thu, 27 November 2008 23:26 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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m.a@stars[/email] wrote on Fri, 28 November 2008 05:39]Oh ho. A challenge not for the faint of heart! I'd love to play this one. Twisted Evil


Exactly what I was thinking Twisted Evil

Quote:

A Huge Dense is probably too much, though. I'd settle for Huge Normal. Anything smaller wouldn't be worth three races to control. Rolling Eyes


How big was Schizophrenia? I was thinking either Huge Normal, Huge Dense, or Large Packed. A bit of a toss up. Huge Dense doesn't have that many more stars than Huge Normal, you know.

Quote:

As for the Habs, since they're different sects, there should be some leeway, say 5 clicks max in each hab, between them. But that's a minor thing that would mostly allow a reasonable intersettling of the different sects as well as more competition with the enemies. Whip


Meh, might be worth it.

Quote:

The main thing is: will the allied sects live near each other? Or be scattered away, possibly mixed with untrustworthy aliens? Shocked


Random, I'd be thinking.

Quote:

Also, I guess this would mandate a setting of everyone to Enemy and also no diplomacy nor tech trade nor any other kind of trading? 2 Guns


You could tech trade with yourself, of course! I was thinking about allowing inter-species negotiation, but realised that it'd quickly get all over the place since noone knows which races are the same, and you're not allowed to tell.

Quote:

What would be the Victory Conditions? Pirate


50% colonisation between your three races would be the best RP victory condition. Also the Blight must be exterminated for any other player to win.

Quote:

You could set it up either by using some of the planet and race editors, or the old-fashioned way, by creating the universe, setting research for everybody and force-genning a number or turns. Or even by using some item editor to create cost-zero scrappers for the advanced techs you'd want every race to have. There's a widely used Mod for this last one. Sherlock


Hmm. How would you get rid of spare pop and mins though?

Another thing, I'd probably need someone else as host, as even though I'm a beginner, I'd like to play the Blight.


[Updated on: Thu, 27 November 2008 23:27]

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Re: Game idea: Diaspora. Thu, 27 November 2008 23:29 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Altruist wrote on Fri, 28 November 2008 14:16

magic9mushroom wrote on Thu, 27 November 2008 13:55

The other 5 players each control 3 of the remaining 15 races. The races have to have the same hab (after all, they are biologically the same), but can be otherwise different (after all, they're fringe sects with different values). None of the races can be AR or CA, and they all must have different PRTs. Races controlled by different players cannot negotiate with each other, as an alien can never be trusted.


To cut down on the load of making orders for 3 races... you could make it an alliance game.
Just change the sentence:
"The other 5 players each control 3 of the remaining 15 races."
to:
"There are 5 alliances of each 3 players. Alliances are made pre-game and may/must coordinate their race designs with each other according to the following rules...."

But I'll have the same problem as Andreas, no time to play and especially from huge or big games I better keep away since they aren't my style.


But the whole point is to have players controlling three races. *facepalm*

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Re: Game idea: Diaspora. Fri, 28 November 2008 05:52 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Altruist wrote on Fri, 28 November 2008 04:16

To cut down on the load of making orders for 3 races... you could make it an alliance game.

Alliances can be broken and rearranged. The word you're needing is Team Game, where it is also common that teammates do each other's turns if needed. Twisted Evil

Quote:

"There are 5 Teams of each 3 players. Teams are made pre-game and may/must coordinate their race designs with each other according to the following rules...."

Alternatively, some "Teams" might consist of just one player... Deal

Quote:

But I'll have the same problem as Andreas, no time to play and especially from huge or big games I better keep away since they aren't my style.

I'm not sure about what time I might devote to play, but I'd sure love to. Big wars are my style! Pirate



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Fri, 28 November 2008 06:09 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Fri, 28 November 2008 05:26

How big was Schizophrenia? I was thinking either Huge Normal, Huge Dense, or Large Packed. A bit of a toss up. Huge Dense doesn't have that many more stars than Huge Normal, you know.

And now everyone else does too... Sigh. At least that will weed out the faint-hearted and/or the overbusy. Rolling Eyes

Quote:

Meh, might be worth it.

Well, since the playground is big, it would allow a better exploitation of the land...

Quote:

Random, I'd be thinking.

Ouch. That's a quite different game. Harder to techtrade with yourself, harder to intersettle, harder to coordinate and defend... And a huge boon to those lucky enough to land one or more sects besides each other. Confused

Quote:

You could tech trade with yourself, of course! I was thinking about allowing inter-species negotiation, but realised that it'd quickly get all over the place since noone knows which races are the same, and you're not allowed to tell.

Plus, you don't really want to see several Teams allied and jointly fighting. Shame

Quote:

50% colonisation between your three races would be the best RP victory condition. Also the Blight must be exterminated for any other player to win.

Fair enough. Will the Blight be located randomly too? 2 Guns


Quote:

How would you get rid of spare pop and mins though?

The hard way: You build a few dozen fancy LFs for them, load all the spares, then delete the LF design. It's called "spacing". UFO abduction

Quote:

I'd probably need someone else as host, as even though I'm a beginner, I'd like to play the Blight.

Good thinking. Plus, the setup might not be trivial, after all. Deal



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In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Fri, 28 November 2008 06:14 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Fri, 28 November 2008 05:29

But the whole point is to have players controlling three races. *facepalm*

What's probably meant is that the turns should be genned with enough time for everyone to do their races, which could take several days, thus it would be a long slow (but not at all boring!) game with no more than 3 turns/week, likely only two or even, in the crucial stages, one. Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Fri, 28 November 2008 08:02 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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m.a@stars[/email] wrote on Fri, 28 November 2008 22:09]
magic9mushroom wrote on Fri, 28 November 2008 05:26

How big was Schizophrenia? I was thinking either Huge Normal, Huge Dense, or Large Packed. A bit of a toss up. Huge Dense doesn't have that many more stars than Huge Normal, you know.

And now everyone else does too... Sigh. At least that will weed out the faint-hearted and/or the overbusy. Rolling Eyes


Huh?

Quote:

Quote:

Meh, might be worth it.

Well, since the playground is big, it would allow a better exploitation of the land...


OTOH, your sects should be far enough away from each other till the midgame that intersettlement isn't really necessary.

Quote:

Quote:

Random, I'd be thinking.

Ouch. That's a quite different game. Harder to techtrade with yourself, harder to intersettle, harder to coordinate and defend... And a huge boon to those lucky enough to land one or more sects besides each other. Confused


I'd actually prefer remapped with the sects spread out along the edges, spaced out so they wouldn't be next to their teammates, with the Blight in the centre. I don't know much about remapping though. I have no idea how to use most of the utilities. Confused

Quote:

Quote:

You could tech trade with yourself, of course! I was thinking about allowing inter-species negotiation, but realised that it'd quickly get all over the place since noone knows which races are the same, and you're not allowed to tell.

Plus, you don't really want to see several Teams allied and jointly fighting. Shame


Exactly. But more to the point, a player could get one of his races to ally with one of another player's races while waging war on it with another of his races, and this would become far too complicated.

Quote:

Quote:

50% colonisation between your three races would be the best RP victory condition. Also the Blight must be exterminated for any other player to win.

Fair enough. Will the Blight be located randomly too? 2 Guns


Actually, now that I think about it, 50% is pretty dumb. Not many races will have that sort of effective hab. Requiring it of the Blight is OK, though, I think, if they started in the centre. After all, a 3i AR benefits by colonising EVERYTHING. As I said above, I'd prefer them remapped to the centre but don't know how.

EDIT: Actually, a better idea for a victory condition would be a fixed resources number, to have "rebuilt your empire". What's a decent res count for controlling half of a huge/dense universe? I'd be thinking something along the lines of a million resources to win, your thoughts?

Quote:

Quote:

How would you get rid of spare pop and mins though?

The hard way: You build a few dozen fancy LFs for them, load all the spares, then delete the LF design. It's called "spacing". UFO abduction


Forgot about that. They'd have to be SFs/colony ships though, as only those who took knowledge of Construction would have LFs from the get-go.

Quote:

Quote:

I'd probably need someone else as host, as even though I'm a beginner, I'd like to play the Blight.

Good thinking. Plus, the setup might not be trivial, after all. Deal

The setup would indeed be non-trivial if we were to do remapping, as well as research the correct tech for everybody. Speaking of the tech, we'd have to ban GR, wouldn't we.
...



[Updated on: Fri, 28 November 2008 08:46]

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Re: Game idea: Diaspora. Fri, 28 November 2008 10:34 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Fri, 28 November 2008 14:02

Huh?

Some are afraid of "dense" but not of "normal". Rolling Eyes

Quote:

OTOH, your sects should be far enough away from each other till the midgame that intersettlement isn't really necessary.

As I guessed, a quite different type of game. The sects cannot truly be said to have been "reunited". At most they have "sighted" eachother. Fire bounce

Quote:

I'd actually prefer remapped with the sects spread out along the edges, spaced out so they wouldn't be next to their teammates,

That will force each "sect" to be fully able to fend for itself. A different set of tradeoffs needs to be made in their design. Sherlock

On the other hand, that would open up an interesting "guessing" game, at least to avoid fighting more enemies than you knew you were fighting... Dueling

Quote:

with the Blight in the centre. I don't know much about remapping though. I have no idea how to use most of the utilities. Confused

Can be done. I've seen it in other games. Someone out there must know how. Hit Computer

Quote:

more to the point, a player could get one of his races to ally with one of another player's races while waging war on it with another of his races, and this would become far too complicated.

Schizophrenia, indeed. Silly hair

Quote:

Actually, now that I think about it, 50% is pretty dumb. Not many races will have that sort of effective hab.

But they can "fake" it by colonising enough red planets to reach the magic number. And to do that they'll need to effectively control that much space lest the competition messes their setup. Twisted Evil

Quote:

EDIT: Actually, a better idea for a victory condition would be a fixed resources number, to have "rebuilt your empire". What's a decent res count for controlling half of a huge/dense universe? I'd be thinking something along the lines of a million resources to win, your thoughts?

No clue. Total res output would depend on race settings. Plus you need to sum all three sects. Plus, even the winner of a war can see their res drop. It's easier to declare winner by vote or make do with the percentage of planets effectively controlled. Deal

Quote:

Forgot about that. They'd have to be SFs/colony ships though, as only those who took knowledge of Construction would have LFs from the get-go.

And could give those ships to the races that don't have them. Teleport

Quote:

The setup would indeed be non-trivial if we were to do remapping, as well as research the correct tech for everybody. Speaking of the tech, we'd have to ban GR, wouldn't we.

Only if you go with everyone researching their own techs instead of using zero-cost scrappers.

Although a GR race would research more than one tech, they could find themselves far from the higher tech levels, so they would still need some kind of tradeoff.
...




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In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Fri, 28 November 2008 11:26 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Quote:

Some are afraid of "dense" but not of "normal".


Yeah, well. There's always some people who don't actually know the numbers. It's ~800 vs. ~940.

Quote:

As I guessed, a quite different type of game. The sects cannot truly be said to have been "reunited". At most they have "sighted" eachother.

That will force each "sect" to be fully able to fend for itself. A different set of tradeoffs needs to be made in their design.

On the other hand, that would open up an interesting "guessing" game, at least to avoid fighting more enemies than you knew you were fighting...


See what I mean about going insane? And this is without allowing diplomacy. Going insane Also, I never said "reunited". I said "reestablished contact".

Quote:

But they can "fake" it by colonising enough red planets to reach the magic number. And to do that they'll need to effectively control that much space lest the competition messes their setup.

No clue. Total res output would depend on race settings. Plus you need to sum all three sects. Plus, even the winner of a war can see their res drop. It's easier to declare winner by vote or make do with the percentage of planets effectively controlled.


Still harsh. 1M res shouldn't be impossible, given that a universe full of 15 Expert AIs at war with each other can put out close to that by 2550, and most human designed races are better than those in res/space (they were almost all Robotoids).

Problem with consensus is of course that nobody knows who's who.

Maybe a HW-based victory system could work?

On GR: Why would anyone take it anyway in a universe where you start with a high level of 1 tech (all the research you'll ever do on it probably, in 2 cases) and have 2 tech-trade partners? Seems sorta pointless.

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Re: Game idea: Diaspora. Fri, 28 November 2008 14:06 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Quote:

6 player game, huge dense.


Just a note from a huge game I've been in. 20 turns playing, then 100 turns forced gen. I played 3-immune HE, got max tech and 110 planets, and enough minerals to keep building Nubs for 50 turns.

After the 100-turns gen I had 110 planets. Just balancing minerals and setting queues took me 2 to 3 hours. When we started fighting, a turn took 4-6 hours. I usually did it in two shifts. Very soon we turned to "1 turn per week" gens.

I started making proposals to end the game at turn 3 after the forced gen. We agreed game's over about 25 turns after the forced gen. Most of us just didn't want to keep doing that grind. And that it was.

Wise man learns by mistakes of others.

BR, Iztok

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Re: Game idea: Diaspora. Fri, 28 November 2008 14:33 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Fri, 28 November 2008 17:26

Yeah, well. There's always some people who don't actually know the numbers. It's ~800 vs. ~940.

Me I love these numbers, but some would object to nearly 20% more planets... Rolling Eyes

Quote:

I never said "reunited". I said "reestablished contact".

It takes more work to juggle three different races, each playing for itself, instead of having them all sharing the same corner of space. Challenge is bigger, too. Twisted Evil

Quote:

Still harsh. 1M res shouldn't be impossible, given that a universe full of 15 Expert AIs at war with each other can put out close to that by 2550, and most human designed races are better than those in res/space (they were almost all Robotoids).

I'd have to check some old games to see what kind of resource output were the winning races getting. But I'd say anything over 300k would be unusual.

Quote:

Problem with consensus is of course that nobody knows who's who.

How it usually goes is this:
Deal Player1 announces: I won! I beat you all!
Deal Player2 answers: No you didn't! I can yet win!
Deal let the slaughter continue ...
Deal repeat until no-one answers Twisted Evil

Quote:

Maybe a HW-based victory system could work?

Possibly. You need to be careful to plug any loopholes, though.

Quote:

On GR: Why would anyone take it anyway in a universe where you start with a high level of 1 tech (all the research you'll ever do on it probably, in 2 cases) and have 2 tech-trade partners? Seems sorta pointless.

Perhaps for extra RW points. Who knows. Confused



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Fri, 28 November 2008 15:09 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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iztok wrote on Fri, 28 November 2008 20:06

After the 100-turns gen I had 110 planets. Just balancing minerals and setting queues took me 2 to 3 hours. When we started fighting, a turn took 4-6 hours. I usually did it in two shifts. Very soon we turned to "1 turn per week" gens.

Yours must have been a more "interesting" situation than what I had, but for my 3i-HE holding 100+ planets in a Team Game I set up the queues just once after a 100-year gen, bulding basically the cheapest of my main nubs, then tweaking maybe 10% of queues to add another kind of ship here and there. Total time per turn: 15 mins. Plus another 15 mins for balancing whatever few minerals I still had a surplus of, and up to 30 mins for warfleet moving. I usually did each turn in two shifts too. Twisted Evil

But coordinating the Team by email took at least five times that, per turn. That was hard work. That's why we dropped to 1 turn per week too. Whip



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Re: Game idea: Diaspora. Fri, 28 November 2008 17:13 Go to previous messageGo to next message
Effluviant Walrus is currently offline Effluviant Walrus

 
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Maybe, to reduce the huge amount of micromanagement and attract more potential players, you could have each sect in a race only play one turn in three. That would mean each player would only have to do one race's turn at a time at least, but still controls all three.

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Re: Game idea: Diaspora. Fri, 28 November 2008 21:19 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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That'd introduce even more micromanagement. Multi-turn orders are like that.

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Re: Game idea: Diaspora. Fri, 28 November 2008 21:26 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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m.a@stars wrote on Sat, 29 November 2008 06:33

magic9mushroom wrote on Fri, 28 November 2008 17:26

Yeah, well. There's always some people who don't actually know the numbers. It's ~800 vs. ~940.

Me I love these numbers, but some would object to nearly 20% more planets... Rolling Eyes


Meh.
Quote:


Quote:

I never said "reunited". I said "reestablished contact".

It takes more work to juggle three different races, each playing for itself, instead of having them all sharing the same corner of space. Challenge is bigger, too. Twisted Evil


S'pose. Still fun, though, methinks.

Quote:

Quote:

Still harsh. 1M res shouldn't be impossible, given that a universe full of 15 Expert AIs at war with each other can put out close to that by 2550, and most human designed races are better than those in res/space (they were almost all Robotoids).

I'd have to check some old games to see what kind of resource output were the winning races getting. But I'd say anything over 300k would be unusual.


Hmm...

Quote:

Quote:

Problem with consensus is of course that nobody knows who's who.

How it usually goes is this:
Deal Player1 announces: I won! I beat you all!
Deal Player2 answers: No you didn't! I can yet win!
Deal let the slaughter continue ...
Deal repeat until no-one answers Twisted Evil


Problem: Player 2 doesn't know which races Player 1 is, and vice versa. How would a victory announcement work then?

Quote:

Quote:

Maybe a HW-based victory system could work?

Possibly. You need to be careful to plug any loopholes, though.


Such as?

Quote:

Quote:

On GR: Why would anyone take it anyway in a universe where you start with a high level of 1 tech (all the research you'll ever do on it probably, in 2 cases) and have 2 tech-trade partners? Seems sorta pointless.

Perhaps for extra RW points. Who knows. Confused


Yeah. Well, I'm not going to be hosting, so whoever steps up can decide that themselves.

{mod edit: fixed quote}
...



[Updated on: Mon, 01 December 2008 07:57] by Moderator


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Re: Game idea: Diaspora. Sat, 29 November 2008 05:46 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Registered: October 2004
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magic9mushroom wrote on Sat, 29 November 2008 03:26

S'pose. Still fun, though, methinks.

Of course. Only it does not come cheap, in terms of time spent. Whip

I checked and old game where a Team of 6 races (long story) managed to control nearly half a Huge Packed galaxy. None of them had more than 265k res, including the 2 that weren't HE, but all 6 added up had just over 1Mill resources, despite having suffered some losses in the war. Deal


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Problem: Player 2 doesn't know which races Player 1 is, and vice versa. How would a victory announcement work then?

Either they fight against those declaring themselves winners, or they don't, allowing the other to win. Not Worthy Of course the winner must declare which race is winning. Twisted Evil

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Possibly. You need to be careful to plug any loopholes, though.

Such as?

It would depend. If you give points for taking HWs, or inhabiting them, or controlling their orbits, how easy would it be for people to attain the nominal Victory without going to all the work of actually being the best/strongest. Sneaky Pirate



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Sat, 29 November 2008 06:46 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

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m.a@stars wrote on Sat, 29 November 2008 21:46


Of course. Only it does not come cheap, in terms of time spent. Whip


Hmm, I guess. Still, it wouldn't make much sense if the colonies spread all over the galaxy had been right next to each other.

Quote:

I checked and old game where a Team of 6 races (long story) managed to control nearly half a Huge Packed galaxy. None of them had more than 265k res, including the 2 that weren't HE, but all 6 added up had just over 1Mill resources, despite having suffered some losses in the war. Deal


So, you think 1M resources over all your races is a decent victory condition?

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Either they fight against those declaring themselves winners, or they don't, allowing the other to win. Not Worthy Of course the winner must declare which race is winning. Twisted Evil


But you'd have to declare all of your races. Which you aren't meant to do.

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It would depend. If you give points for taking HWs, or inhabiting them, or controlling their orbits, how easy would it be for people to attain the nominal Victory without going to all the work of actually being the best/strongest. Sneaky Pirate



Yeah, yeah, I know. As I said, 1M res looks good to me.

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Re: Game idea: Diaspora. Sat, 29 November 2008 06:58 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Registered: October 2004
Location: Third star to the left
magic9mushroom wrote on Sat, 29 November 2008 12:46

Still, it wouldn't make much sense if the colonies spread all over the galaxy had been right next to each other.

Indeed. It's an interesting variant from the usual Team games. Let's hope more people are interested. Twisted Evil

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So, you think 1M resources over all your races is a decent victory condition?

I think it could work, but perhaps not fairly enough for all race designs and playstyles. Sherlock

Another possible way would be "exceed 2nd place score by 30%" or something similar. That would be a bit more flexible.


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But you'd have to declare all of your races. Which you aren't meant to do.

I see. The proposed winner would then have to run the risk of declaring all, or possibly declare win just for one, and risk that one being targeted by everyone else. And then using the other two to defend the main one... 2 Guns

It's why only those actually winning, or at least ready to face the opposition, should declare a win. Boxing



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game idea: Diaspora. Sat, 29 November 2008 23:16 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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So, then, the victory conditions would be:

Blight: Control (inhabit) 50% of all planets.

Other players:

Exterminate Blight AND (1M resources over all three races OR accepted declaration of races and victory)

How about that?

So in the actual game setup, "victory conditions" would be set to:

Owns 50% of all planets
Has total production of at least 330k resources

That way any non-consensus win would be immediately verifiable. The Blight is going to have a hard time obtaining more than 330k resources, and other players are not going to inhabit 50% of all planets with one race, so it shouldn't trigger PPS until a victory is either attained or close.

What do you think?

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