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Re: Game idea - for comment Thu, 08 November 2012 19:02 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Do, it's not obvious (to me) whether the he advantage would be extreme. I suppose a 1/2 immune factoryless he would hit the ground running very fast...

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Re: Game idea - for comment Thu, 08 November 2012 21:32 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
XAPBob wrote on Fri, 09 November 2012 11:02
Do, it's not obvious (to me) whether the he advantage would be extreme. I suppose a 1/2 immune factoryless he would hit the ground running very fast...


Not really. Only 5 colony ships means you'll have trouble exploiting that growth early.

(Also, I ran the numbers on bi-immunity.)


[Updated on: Thu, 08 November 2012 21:35]

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Re: Game idea - for comment Fri, 09 November 2012 02:47 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
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Ok, so 1 imm rather than 2 then.

-f should be able throw up a dock pretty fast - one year to send a colony ship, one toresearch con4, one to build a dock.

The problem is having probable popdrop wars in 2501...


[Updated on: Fri, 09 November 2012 02:48]

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Re: Game idea - for comment Fri, 09 November 2012 02:53 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
So advantages to:
he - growth from a large starting pop
joat / it - can start with docks
ar - can't be pop dropped early
is - freighter growth

ca - normal advantages


Leaving sd and pp as "disadvantaged"

That doesn't seem bad actually...

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Re: Game idea - for comment Mon, 12 November 2012 22:05 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

It seems interesting, but I think it's going to be much more luck-dependent than even a normal game. I suspect that half the players would have effectively lost by turn 5-10, if the winner isn't already decided by then.

[Updated on: Mon, 12 November 2012 22:06]

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Re: Game idea - for comment Tue, 13 November 2012 02:34 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
I think people will make their own luck, although having too many people starting together might be a bit harsh - maybe I'll ensure that I get the Genesis device and then scatter people, still in space though...

I'm looking and see a few virtually mandatory lrts, if I change the concept to a scattered start position at least there isn't a guarantee of all -f IS (for the defense bonus in popdrop wars in the first 5 years), and it changes thebvalue of being player 1....

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Re: Game idea - for comment Tue, 13 November 2012 03:00 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Scattered starts would certainly keep -f from being mandatory. IS is still pretty great in this setup, though.

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Re: Game idea - for comment Tue, 13 November 2012 09:54 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
scattered starts drop AR into the SD/PP disadvantaged group as well.

Given that lotek already has a "slow down I'm drowning" request I'm thinking that I might not have the worst MM game to play there...

Who's interested?
I'm currently thinking that "small enough that I can put each fleet in sight of two HW" might be an interesting size (i.e. HW within 4-500 ly of each other). Noone (except tri-immune or the VERY lucky) will have a "perfect" HW, as they'll all have had genesis devices detonated (this might mean the game starts after 2500, but hey - that's just a number right?)

Once we have some interested parties we'll look at RW/starting penalties/bonuses for different races.

e.g.
- AR start with a 10% pop bonus (to compensate for year one losses in flight)
- CA must leave 150 points on the RW (to whatever, it doesn't matter)

These can be supplemented/adjusted by the interested Smile

Clearly as an observer/host I'll ignore any rules when designing my race Smile But I'll also not be active, save for having an insanely well defended planet somewhere in the universe, and clearly can't win Wink

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Re: Game idea - for comment Tue, 13 November 2012 17:17 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
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Location: Pacific NW

IS could start with 10% or even 20% fewer colonists to make up for their in-freighter growth (which will catch up, if they dump Bora to make room).

I'm mildly interested.

ISB is a pretty big advantage, but TT also looks really appealing!
LSP might be a no-brainer, unless LSP races start with fewer colonists in freighters.


[Updated on: Tue, 13 November 2012 18:18]

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Re: Game idea - for comment Tue, 13 November 2012 23:18 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
I would be interested if the galaxy weren't too big. It would certainly be a quick game.

I tested a little bit; a tri-immune AR could build 40 colloidal cruisers on the 7th turn. That does require that they not be blocked while trying to colonize (though it also counts most of the second wave of colonizers taking two years to reach new worlds). But as I expected, that race is too weak despite the fast start. It has about 8200 resources on turn 7, but after that there isn't much point trying to increase the resources. I have no doubt it would slaughter a few other races (assuming a grouped start, or at least close neighbors), but then not be able to effectively fight whoever was left. A more traditional AR could get nearly 50k resources in 20 years under ideal conditions. In this game, would be lucky to get 20k resources in 20 years, more likely 12-15k. But definately playable.

IT and PP would lose their traditional advantage of 20% more starting population, though IT would retain the higher effective growth rate from gating population and a PP could devastate their neighbors with early packet hits taking out a large percentage of their population. That would give a PP better expansion possibilities and might compensate for their overall suck if the race design and play were good. The "high" starting tech isn't worth much for either race, though. A slight advantage for IT, they wouldn't have to research before building docks and so could build ships on turn 3 instead of 4.

CA would have a bit more advantage than normal because they would be able to hit higher terra tech early, resulting in a bigger growth boost.

HE would suffer from the early crowding and faster competition. How well they did would probably depend on how aggressive their neighbors... with passive types nearby, an HE could do really well, but if they can't grab the space they need quickly they will be choked out and fall behind.

SS gets more benefit from their innate cloaking, because they can make effective use of it pretty fast and other races scanning isn't likely to improve much faster than normal because of the increased need for weapon and con tech. They will also get more from their research bonus early because the other races will be spending a lot more resources on research in the early years. An SS could focus on early econ building and still have good enough tech for basic expansion without doing any research at all.

JoaT is just JoaT. Pretty much the same as normal.

WM could potentially start building warships and bombers on turn 4. That's a fast horde... pity the HE who starts next to one of these (the AR will have the second wave of colonizers out on turn 5 and all docks decently armed as well, so wouldn't be particularly bad off). I think an HG would be the best bet. Put out a couple of fleets early to cripple neighbors, then build up factories while the fleets are working. Put out a second wave of higher-tech fleets, and build up more. It could work - and would make for a fun game.

SD has the most points to spend. With the accelerated start, that could be pretty significant. Add in early minelayer production and you should be safe from the typical early attackers. You would be too late with minelayers to kill off your competition in the initial colonizing stage, but you could still hem them into a smaller area pretty well. Staking your claims with exploding minefields and using mini-minelayer ships for colonizers (one with a colony module, another with a cargo pod) would be an effective way to reserve more than your fair share of space, and the minefields would still buy a little time for building up.

IS is probably the best of the lot in the long haul. Safer from early aggression, and growing in freighters helps insulate them from poor-hab worlds in their starting area. Building minigun croby frigates as early as turn 5 means they can pretty well match the WM for early aggression, and given their defensive bonuses they should be sending their ships to attack instead of keeping
...




One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.

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Re: Game idea - for comment Fri, 16 November 2012 15:29 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Posted as a new game:
http://starsautohost.org/sahforum2/index.php?t=msg&goto= 56549

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Re: Game idea - for comment Mon, 25 February 2013 18:19 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

Knew I had raised the flag against -f HE races....
Was wondering where that went, from the main game page lol.

I blame making my race in 1 hour and submitting Wink.



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Game idea - for comment Mon, 01 April 2013 04:38 Go to previous messageGo to next message
leonidas

 
Petty Officer 3rd Class

Messages: 44
Registered: February 2013
XAPBob wrote on Fri, 26 October 2012 09:52
An idea I've had whilst reading some of the convoluted game setups on here Smile

Thoughts?

I have no plans to host at the moment...

--

A jump started game, where each race starts (in 2500 or so) with:
- no additional tech
- 1 million population (and matching mass of each mineral) in Large Freighters
- 5 colony ships (Can AR use non AR colony ships?)
- 5 scanning ships
- - Likely all FM/TGFS based
- - Likely a reasonable pen scanner

But:
- NO home world
- NO weapons
- NO resources
- NO history file (i.e. no pre-scanned planets) (Does this work?)

Host scraps all fleets and sets the races to perform alchemy, whilst building tech and the donor ships with a OWW race (probably a nice force gen for simplicity).
When the ships are built they are sent loading all colonists and relevant minerals en route to the centre of the universe. Excess minerals to be uploaded to a non cargo fleet to make them disappear.

The host can then upload his own pop and delete ship designs (or just set a defended planet and maintain a scanning presence - else there is one very prized HW.)

This leaves all planets uninhabited and all races with an equivalent starting position.
The HWs would all have their starting factories/mines - if you can find them Wink

Races could choose to scrap some of the ships for possible tech gains - or use them for continued scouting/colonisation/transport - but they have to find somewhere to live first...


Variation on theme:

Kicked out of Home.

No HW's available!

JoaT observer race occupies all HW's and sends out scouts that can pen scan universe once all the younglings have grown to 1 million pop with the provisos used in actual game for Homeless game for immunities etc. Youngling races are left sitting on the doorstep forced to fend for themselves.

Have them build mines along with mineral alchemy so there is no research and loads of minerals.

You can give lots of basic scouts. Fill up small freighters with pop/minerals for everyone with QS engine and fuel pod they build themselves and along with colonisers. You could even drop an even spread of minerals over each planet as benevolent parents while you're at it.

This would allow SS to play and probably be much easier to set up.

Leonidas.


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Re: Game idea - for comment Sat, 04 May 2013 15:02 Go to previous message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
I'm thinking that I'll drop the HWs far away from other planets (bottom edge) and ban them...

Could even pop the observer race on them all - certainly easier than trying to find a Genesis device.


[Updated on: Wed, 08 May 2013 05:44]

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