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"Anti-Monster" game settings Tue, 15 October 2013 14:48 Go to next message
skoormit is currently offline skoormit

 
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In my experience, a lot of games are won or lost during race design. Players with more experience tailoring a race for particular game parameters have an advantage against players with less experience, starting in year 2400. By restricting the race design options, we can make the game outcome more of a reflection of actual game play skills. One way to do this would be to have everyone play the same race. But that sounds bland to me.

So, earlier this year I hosted a game with the following race restrictions:

1--No immunities
2--No more than two clicks on any single setting on the production/factories/mines page.
3--CA Banned
4--AR Banned (since rule #2 doesn't really apply in the same way)
5--JoaT can't take NAS or OBRM


One nice side effect of these rules is that players have an opportunity to make race design decisions that would otherwise be underpowered in a normal game.

As I expressed in the game thread, "if you don't have to worry about facing a monster, you don't have to worry about building your own monster."

I'm curious what others think of the race design restrictions. Would you add/remove/change anything? Would you be interested in a game like this?



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Re: "Anti-Monster" game settings Wed, 16 October 2013 06:36 Go to previous messageGo to next message
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I don't see why the "two clicks" thing doesn't apply to AR - although you could potentially allow AR any setting they like - I'm not sure they're that overpowered are they?
OK - it will mean you either get 1/8 or 1/10 races, but isn't that the point - relatively limited flexibility in economy design?

I suspect that decent play/hab draw could still allow one race I have in mind to come very close to monster territory. 12/8/12 isn't an unreasonable factory rate (<7 year payback)- 12/3/12 mines would have it drowning in metal (and without the additional clicks on factories the mine efficiency is affordable - allows you to take factories cost 4 Germ as well if you want to).

Seems a shame to ban CA outright, maybe "all clicks in the same direction" for people/factories (including the 3/4 click for mineral cost).


Double/Triple jeopardy games only really work in duels - maybe a "choose one of the default races" or a "given races - make your own hab/pgr decisions" might be interesting, one race per PRT provided Wink


[Updated on: Wed, 16 October 2013 06:58]

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Re: "Anti-Monster" game settings Wed, 16 October 2013 09:03 Go to previous messageGo to next message
Tomasoid is currently offline Tomasoid

 
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It also depends on universe/available map size. Quite mediocre JoAT race design can become monstrous in larger territory really quickly.
I think that race design has only 50% influence on whether it becomes monster or not. The rest is in-game luck (starting position and planets hab draw + universe size - 30%), neighbors experience and activity (10%), game restrictions and conditions (10%). Of course, it is when assume that you are experienced player. And, BTW JoAT races become monstrous when getting more space much better than others, so I would completely ban JoAT races together with CAs.

About AR - probably allow them with only 1 click on economy page, not 2 ))
BTW, AR has no much chances with STA (because other races economy at year 50 will be almost the same as without STA, while AR's economy will be way behind). So if play STA game, you may not care about AR much )



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Re: "Anti-Monster" game settings Wed, 16 October 2013 10:29 Go to previous messageGo to next message
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XAPBob wrote on Wed, 16 October 2013 05:36
I don't see why the "two clicks" thing doesn't apply to AR - although you could potentially allow AR any setting they like - I'm not sure they're that overpowered are they?
OK - it will mean you either get 1/8 or 1/10 races, but isn't that the point - relatively limited flexibility in economy design?


I agree. AR is not overpowered in this setup.

It's just that they don't lose as much design flexibility with these rules as the other races. I'm very much a non-expert on AR. Isn't 1/8 to 1/12 standard territory for AR design?



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Re: "Anti-Monster" game settings Wed, 16 October 2013 11:27 Go to previous messageGo to next message
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XAPBob wrote on Wed, 16 October 2013 05:36

I suspect that decent play/hab draw could still allow one race I have in mind to come very close to monster territory. 12/8/12 isn't an unreasonable factory rate (<7 year payback)- 12/3/12 mines would have it drowning in metal (and without the additional clicks on factories the mine efficiency is affordable - allows you to take factories cost 4 Germ as well if you want to).


If we define "monster" as a certain production capacity by a certain year, the way we measure races in testbeds, then sure, you could get close to a reasonable definition of "monster" within these restrictions. The goal is not to make it impossible to make a race that has reasonably strong or even very strong production capacity. In fact, the goal is only to rule out the extreme race designs (-f, HP, etc) so that the players don't have to worry about facing them. I find this goal desirable for two reasons:

1) It gives less-experienced race builders a better chance of an enjoyable game.

2) By capping how much late-game power a player can sacrifice for early-game power, and vice-versa, it narrows the power peak window of the opponents you are likely to face. This gives everyone more freedom to make race design decisions that would not be viable in an unrestricted game. Example: TT. If there's a chance that I could start next to a -f WM or some other race optimized for early aggression, I'm simply never going to take TT. It's an expensive LRT that takes a long time to pay dividends, and I don't want to lose a game right out of the gate because I designed a long-term powerhouse and ended up next to one or two early-game powerhouses. But if I know that these race restrictions are in place, then I know that each player is limited in how much long-term production he can sacrifice for early power, and I am willing to at least think about trading off some of my own early power for something like TT.


[Updated on: Wed, 16 October 2013 11:28]




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Re: "Anti-Monster" game settings Wed, 16 October 2013 11:38 Go to previous messageGo to next message
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XAPBob wrote on Wed, 16 October 2013 05:36

Seems a shame to ban CA outright, maybe "all clicks in the same direction" for people/factories (including the 3/4 click for mineral cost).


I agree. I love CA. But then, I am a power addict. I love watching my CA resource curve. Exponential growth, unmitigated for years and years! It makes me giddy.

Are you suggesting that the "all clicks in the same direction" rule would apply only to CA? I like that. I wonder though if a plain ol' 1000/10/10/10/3 CA would still kick boatloads of arse in this setup, especially since CA benefits quite a bit (relatively to other races) from the "no immunities" rule. And then consider perhaps a 900/10/8/10/3 CA.



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Re: "Anti-Monster" game settings Wed, 16 October 2013 11:43 Go to previous messageGo to next message
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XAPBob wrote on Wed, 16 October 2013 05:36

Double/Triple jeopardy games only really work in duels - maybe a "choose one of the default races" or a "given races - make your own hab/pgr decisions" might be interesting, one race per PRT provided Wink


Sorry, I don't catch the reference--what do you mean by "Double/Triple jeopardy games"?

Yes, there are other ways to reduce race variation. I like designing my race, though. I don't want to take that part of the game out entirely.

I'm sure plenty of you are like me--you spend hours and hours designing and tweaking and testbedding your race and thinking about in the shower and tweaking it some more and thinking about it on the drive to work and tweaking it some more...



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Re: "Anti-Monster" game settings Wed, 16 October 2013 11:46 Go to previous messageGo to next message
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Tomasoid wrote on Wed, 16 October 2013 08:03
It also depends on universe/available map size. Quite mediocre JoAT race design can become monstrous in larger territory really quickly.


Sure. But for a given size/density/# players configuration, these restrictions should keep players closer together on the power curve than in an unrestricted game.



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Re: "Anti-Monster" game settings Wed, 16 October 2013 11:48 Go to previous messageGo to next message
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Tomasoid wrote on Wed, 16 October 2013 08:03

I think that race design has only 50% influence on whether it becomes monster or not. The rest is in-game luck (starting position and planets hab draw + universe size - 30%), neighbors experience and activity (10%), game restrictions and conditions (10%). Of course, it is when assume that you are experienced player.


Luck is going to play a role, for sure. It always does. Some race designs depend more on luck than others.

Do you think that these restrictions make luck play more of a role than it does in a game without these restrictions?





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Re: "Anti-Monster" game settings Wed, 16 October 2013 11:51 Go to previous messageGo to next message
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Tomasoid wrote on Wed, 16 October 2013 08:03
And, BTW JoAT races become monstrous when getting more space much better than others, so I would completely ban JoAT races together with CAs.


A JOAT has a built in +20% production ceiling advantage over other races. I don't necessarily agree that they benefit the most from more space. ITs love space. HEs love space. Heck, SS loves space.

By preventing JOAT from taking NAS or OBRM, they are rather lacking for rw points relative to other races.



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Re: "Anti-Monster" game settings Wed, 16 October 2013 11:58 Go to previous messageGo to next message
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Tomasoid wrote on Wed, 16 October 2013 08:03

About AR - probably allow them with only 1 click on economy page, not 2 ))
BTW, AR has no much chances with STA (because other races economy at year 50 will be almost the same as without STA, while AR's economy will be way behind). So if play STA game, you may not care about AR much )


I'm not against allowing AR. I don't think they are a strong race in most playable universes sizes. It just seemed easier to ban them than to come up with an AR ruleset that matches the intent and effect of the "two clicks" rule. Maybe "only one click for AR" does the trick, though. Good idea.

I agree that slow tech would seem to hurt an AR a lot more than other races. I haven't played any slow tech games. Other than the effect on AR, do you think slow tech would significantly alter the impact of the race restrictions?



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Re: "Anti-Monster" game settings Wed, 16 October 2013 12:57 Go to previous messageGo to next message
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Slow tech also hits the OWW TT CA - since Bio tech comes slower - but it hurts less than the Energy slow does for an AR.

Lowtek is slow tech (Non AccBS), and with W forced expensive I have a (specific counterdesign) fleet of Heavy Blaster Nubians (some time in the 80s I think they arrived)
The aim was to draw the game out and make it more enjoyable - it actually ended up with virtually no fighting (that I saw) until quite late. I had one attack on my thwarted by an unseen minefield in the 20s or so.

I'll generate proper logs soon (the game is drawing to a close) but I suspect that I built ~120 frigates, then 20 (specific) Jihad BBs and by the time I built anything else I built 75 "counter design" nubians in one year.
Ironically my BBs were only ever a deterrent, I can't even remember what happenned to them. I've since build a few skirmishing cruisers and plenty of chaff obviously.

The combined effect of "beginners", slow tech, W forced expensive, non Acc BBS was that we all focussed on empire building, and it was a case of who broke out first - and who they chose to target. Actually I don't think that really mattered all that much due to the early (2417) alliance of an HE and an IT who happened to have pretty much perfectly complementary hab settings - and were neighbours.

Maybe CA needs similar restrictions to the JoAT - No OBRM/NAS. Whilst TT is powerful it's also thematic.

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Re: "Anti-Monster" game settings Wed, 16 October 2013 14:46 Go to previous messageGo to next message
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skoormit wrote on Wed, 16 October 2013 16:29
XAPBob wrote on Wed, 16 October 2013 05:36
I don't see why the "two clicks" thing doesn't apply to AR - although you could potentially allow AR any setting they like - I'm not sure they're that overpowered are they?
OK - it will mean you either get 1/8 or 1/10 races, but isn't that the point - relatively limited flexibility in economy design?


I agree. AR is not overpowered in this setup.

It's just that they don't lose as much design flexibility with these rules as the other races. I'm very much a non-expert on AR. Isn't 1/8 to 1/12 standard territory for AR design?

I dare answer this question. Yes, 1/12 is - at least for me - standard territory for AR design, and in fact, my first AR monster did have 1/12, and 16% PGR. Sure, it had an immunity to boot, but without immunity it would fare pretty much the same, only with different hab settings (which your rules don't restrict). At any rate, it had some 1/5 hab, 3 techs cheap, 3 expensive. 45,6K@2450.

Bottom line: race design is important, but the way a race is played is equally important (what Tomasoid also said). Limitations on race design can make monster creation harder, but will by no means prevent it. The easiest-monsterified econ setting - the HG - doesn't need "more than two clicks on any given production/mines/factories setting" anyway; as XAPBob points out, it's perfectly possible to build a monster economy within the confines of this ruleset.
Making the playing field fairer is a noble notion, but limiting race design like this is IMHO not a good way to get there.

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Re: "Anti-Monster" game settings Wed, 16 October 2013 16:11 Go to previous messageGo to next message
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Thanks for the input on AR. Maybe Tomasoid's idea about 1-click only for AR is a reasonable rule. Not that anyone would play AR, I don't think.

Loucipher wrote on Wed, 16 October 2013 13:46

Bottom line: race design is important, but the way a race is played is equally important (what Tomasoid also said).

It sounds like you are agreeing with me. The point you make here is implied by the third sentence of my first post: "By restricting the race design options, we can make the game outcome more of a reflection of actual game play skills."

Loucipher wrote on Wed, 16 October 2013 13:46

Limitations on race design can make monster creation harder, but will by no means prevent it.

If only I had avoided using the word "monster" at all, perhaps my intent would not be so easily misconstrued.

From one of my replies to XAPBob, above: "The goal is not to make it impossible to make a race that has reasonably strong or even very strong production capacity. In fact, the goal is only to rule out the extreme race designs (-f, HP, etc) so that the players don't have to worry about facing them."

I have nothing against "monster" race designs. I love to play them, and I love to play against them. But sometimes I want to play something else, and I also don't want to have zero chance of winning from the beginning of the game. Do you think these rules make it possible to play in such a way? If not, do you have any ideas how it might best be accomplished, with a ruleset that still allows for considerable flexibility?




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Re: "Anti-Monster" game settings Wed, 16 October 2013 16:58 Go to previous messageGo to next message
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skoormit wrote on Wed, 16 October 2013 22:11
Thanks for the input on AR. Maybe Tomasoid's idea about 1-click only for AR is a reasonable rule. Not that anyone would play AR, I don't think.

Can you explain why do you think so? If the playing field is really even (which is impossible - more on that below), there should be no reason to ban any PRT, am I right?

skoormit wrote on Wed, 16 October 2013 22:11
Loucipher wrote on Wed, 16 October 2013 13:46

Bottom line: race design is important, but the way a race is played is equally important (what Tomasoid also said).

It sounds like you are agreeing with me. The point you make here is implied by the third sentence of my first post: "By restricting the race design options, we can make the game outcome more of a reflection of actual game play skills."

We completely agree in this area. That's what I referred to when I called your notion to even out the playing field a noble one.

skoormit wrote on Wed, 16 October 2013 22:11
Loucipher wrote on Wed, 16 October 2013 13:46

Limitations on race design can make monster creation harder, but will by no means prevent it.

If only I had avoided using the word "monster" at all, perhaps my intent would not be so easily misconstrued.

From one of my replies to XAPBob, above: "The goal is not to make it impossible to make a race that has reasonably strong or even very strong production capacity. In fact, the goal is only to rule out the extreme race designs (-f, HP, etc) so that the players don't have to worry about facing them."

I have nothing against "monster" race designs. I love to play them, and I love to play against them. But sometimes I want to play something else, and I also don't want to have zero chance of winning from the beginning of the game. Do you think these rules make it possible to play in such a way? If not, do you have any ideas how it might best be accomplished, with a ruleset that still allows for considerable flexibility?

Conscious players will always look for ways to maximize their economic output, even in the so-called "beginner" games. I played such a "beginner" game once... and guess what? Out of the six participants, four were IS. 'Course, they did it for added colonist growth and ease of defence, as both these factors contribute heavily to economic well-being: the first helps you accelerate your economy, the second helps you defend it, allowing you to pump more output into growing even bigger. This has taught me that even newbies will try to make the math work for them, not against them. So, in a sense, it is impossible to prevent "monsters" or at least "demi-monsters" from appearing.
The simplest and most straightforward answer to the problem of extreme designs seems obvious: ban the settings you don't want to see in your game. Sure, it's not elegant, but it should work, at least in theory. That's basically what you do here. Both designs require the designer to push certain controls (especially factory controls) all the way to the end. This is something your ruleset expressly forbids. Clicking no more than 2 times away from default setting will get you into the HG area, and not much else. So, in a sense, your ruleset does just that - bans the designs which would be impossible to create without breaking the rules. Still, it allows for basically unrestricted flexibility as far as LRTs, habs and tech settings are concerned. Particularly good or bad choices made on these pages can set a race up for victory or defeat just as easily as the economic settings. This alone prevents you from making the game even for all players, but it doesn't end there. The game itself has a certain randomness factor built-in - mineral concentrations (unless MaxMin enabled), planet distribution (in terms of habitability and their location on the galaxy map, unless galaxy is hand-made and/or player starting positions carefully hand-picked) and random events (unless turned off) can all happen to benefit or handicap any given player.
...

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Re: "Anti-Monster" game settings Wed, 16 October 2013 17:14 Go to previous messageGo to next message
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Loucipher wrote on Wed, 16 October 2013 15:58
skoormit wrote on Wed, 16 October 2013 22:11
Thanks for the input on AR. Maybe Tomasoid's idea about 1-click only for AR is a reasonable rule. Not that anyone would play AR, I don't think.

Can you explain why do you think so?


Because nobody plays AR nowadays. In the game setups that are common currently, with players relatively close together at the start, AR is just too vulnerable. Kill Starbase orders are very hard for an AR to thwart, and the AR needs a lot of room to spread and grow in order to have a competitive economy.



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Re: "Anti-Monster" game settings Wed, 16 October 2013 17:16 Go to previous messageGo to next message
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Loucipher wrote on Wed, 16 October 2013 15:58
So, answering your questions:
Do these rules allow for keeping the extreme designs (-f, HP) out of play? Yes, in a manner described above.

Excellent. That is a stated goal of the rules, so I'm glad you agree that they work to that end.

Loucipher wrote on Wed, 16 October 2013 15:58
Do these rules allow for making the game truly even for all players? No, for reasons described above.

I recognize that you can't make the game entirely even. I'm not trying to take all of the randomness out of the game. I'm only trying to define a ruleset that reduces the impact of race design skill on the game outcome, while still allowing a modicum of flexibility.




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Re: "Anti-Monster" game settings Thu, 17 October 2013 01:27 Go to previous messageGo to next message
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skoormit wrote on Wed, 16 October 2013 05:48
As I expressed in the game thread, "if you don't have to worry about facing a monster, you don't have to worry about building your own monster."


Yeah, you do. There's levels of "not being a monster" - having 1.5x someone's economy is just as devastating if his is 5k as it is if his is 20k.

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Re: "Anti-Monster" game settings Thu, 17 October 2013 04:51 Go to previous messageGo to next message
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skoormit wrote on Wed, 16 October 2013 17:27
race design decisions that would not be viable in an unrestricted game. Example: TT. If there's a chance that I could start next to a -f WM or some other race optimized for early aggression, I'm simply never going to take TT. It's an expensive LRT that takes a long time to pay dividends

Wrong example! Shocked

Terraforming all you can colonize at just 70% of the cost is one of the most useful econ-boosting LRTs you can hope to have. No wonder it's expensive, it gives a strong kick right from turn zero, and keeps on giving right 'till the end. Teleport

Speaking of ways to make races rookie-friendly and easy to play, TT is so insanely effective that I've been mistaken for a CA more than once while using it, and I miss it when I don't. Twisted Evil



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Re: "Anti-Monster" game settings Thu, 17 October 2013 05:18 Go to previous messageGo to next message
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skoormit wrote on Tue, 15 October 2013 20:48
In my experience, a lot of games are won or lost during race design. Players with more experience tailoring a race for particular game parameters have an advantage against players with less experience

Indeed. Nod 2 Guns Hit over head

But wasn't the answer found long ago? With all the "25K by turn50" tutorials, the "how to design a race" walk-thrus, and the endless repetition of the "always testbed 1st" advice? Sherlock

The best way for novices to improve their design & play is still to practice, practice, and practice. Because it's not just the clever race design that's strong, not without the clever playing of the race. Or lots and lots and lots of luck. Work at computer

Monster-ish races are also fun to play because they tend to get ppl faster to where they want to be: blowing up stuff! Fire bounce As so many of the "speed start" setups point to. Pirate

Getting a new player to try on a monsterised race is a great eye-opener and a real blast. It sure was for me. It hooks ppl to the game, and makes them want to try other things instead of just slavering over how to make a crippled design competitive enough to survive. Teleport

I've been in games where everybody played the same race, or slight variations of it, and they were always interesting, they at least forced me (and most others) to expand our bags of tricks, to deal with design choices, handicaps and boosts we wouldn't normally consider, and to beat competition not from the get-go, but from the playing it to the last. Whip

Last but not least, too often rules to enforce "a level playing field" end up doing just the opposite by favoring those who've found a way to exploit them. If you want a fair game, get everyone to play the Humanoids, or some simple (and stronger) version of them, or perhaps a vanilla CA monster, so they can concentrate on mayhem and not just econ. my 2 cents my 2 cents



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Re: "Anti-Monster" game settings Thu, 17 October 2013 08:07 Go to previous messageGo to next message
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All CA game Wink

That could be fun...

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Re: "Anti-Monster" game settings Thu, 17 October 2013 11:58 Go to previous messageGo to next message
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magic9mushroom wrote on Thu, 17 October 2013 00:27
skoormit wrote on Wed, 16 October 2013 05:48
As I expressed in the game thread, "if you don't have to worry about facing a monster, you don't have to worry about building your own monster."


Yeah, you do. There's levels of "not being a monster" - having 1.5x someone's economy is just as devastating if his is 5k as it is if his is 20k.


It is clear to me now that my use of "monster" doesn't fit with how others read it.

How about this revision:

"if you don't have to worry about facing a race that sacrifices a lot of long-term power for a lot of early-game power, you don't have to make the same sacrifices yourself"





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Re: "Anti-Monster" game settings Thu, 17 October 2013 12:04 Go to previous messageGo to next message
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m.a@stars wrote on Thu, 17 October 2013 03:51
skoormit wrote on Wed, 16 October 2013 17:27
race design decisions that would not be viable in an unrestricted game. Example: TT. If there's a chance that I could start next to a -f WM or some other race optimized for early aggression, I'm simply never going to take TT. It's an expensive LRT that takes a long time to pay dividends

Wrong example!


TT is very powerful IN THE LONG RUN. But your investment of RW points in an expensive LRT and then in resources terraforming your planets is never going to pay you back if you start next to a couple bi-immune -f WM, because they are going to eat you alive. If you have 30 years of peace, then you can reap the benefits of TT. But if you are playing a medium game with 8 players, even with Distant starting positions, you are going to be close enough to other players from the very start that races designed for early aggression will overpower you before your econ can catch up.



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Re: "Anti-Monster" game settings Thu, 17 October 2013 12:09 Go to previous messageGo to next message
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m.a@stars wrote on Thu, 17 October 2013 04:18
The best way for novices to improve their design & play is still to practice, practice, and practice. Because it's not just the clever race design that's strong, not without the clever playing of the race.


So you are agreeing with me, then? A new player will get more benefit to his playing skills if he plays in a game where race design skills are less important.



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Re: "Anti-Monster" game settings Thu, 17 October 2013 13:39 Go to previous messageGo to previous message
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skoormit wrote on Thu, 17 October 2013 17:58
a race that sacrifices a lot of long-term power for a lot of early-game power

Shouldn't that be called a "quickstarter" (QS) or perhaps an "hypergrower" (HG)? These are quite dangerous beasts, but not what I usually call "monster". UFO abduction



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