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Home » Stars! 2.6/7 » The Bar » Hacked Races (What if you had infinite RW points?)
Hacked Races Tue, 17 December 2013 11:01 Go to next message
skoormit is currently offline skoormit

 
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Suppose the following two things are true:
1) It is possible to hack Stars! to allow you to save a race file with negative RW points.
2) It is possible to create a Stars! game using such races.

Would it be fun to play in such a game? Or would balance be so broken that the game would be entirely degenerate?



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Re: Hacked Races Tue, 17 December 2013 11:55 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Horribly broken...

Might be fun though ...



20% Tri Immune IT, all tech cheap, 1/800 15/5/25/3 5/2/25, IFE, ISB, (?RS) OBRM
Or JoAt, slightly less mobile....
Or a scary fast AR....

Or a real hack, I wonder if bounds checking is done? 50/0/10000 mines?


[Updated on: Tue, 17 December 2013 11:56]

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Re: Hacked Races Tue, 17 December 2013 11:59 Go to previous messageGo to next message
Anonymous Coward
IMO it depends on how many points would each playing race fall below zero... and what RW options would be purchased with it.
The way I suspect it, all races would be three-immune, max-growth, max-productivity, all-cheap-tech ubermonsters. Unless someone willingly gives up on the arms race, the clash might be... interesting Twisted Evil
EDIT: having been beaten to the reply by XAPBob, I can only smile knowing how true my suspicions were Twisted Evil

Oh, human nature... Rolling Eyes


[Updated on: Tue, 17 December 2013 12:01] by Moderator


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Re: Hacked Races Tue, 17 December 2013 16:47 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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It's not human nature, it's an inevitable consequence of a limitless race.

The decision points:
NAS - does double range help enough?
No....

RS - do doubled (and repairing) shields compensate for lower armour? Playstyle, but probably?

You're going to take UR and MA, because there is no downside

PRT - CA, pointless.... IT, gates. SD, mines. AR, just 'cos. JoAT, extra pop! WM, Hulls. IS, defense and mines, popbombs.
HE - insane growth... PP, doubt it. SS, maybe?

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Re: Hacked Races Tue, 17 December 2013 18:59 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Tue, 17 December 2013 10:55
Horribly broken...

Might be fun though ...



20% Tri Immune IT, all tech cheap, 1/800 15/5/25/3 5/2/25, IFE, ISB, (?RS) OBRM
Or JoAt, slightly less mobile....


Considering how fast the tech is going to happen, I think the huge advantage of IT gates will impact the game so early that it overpowers other PRT advantages.
JOAT in this scenario means +20% econ ceiling, overall head start in tech, faster early scouting. The same as it always is for JOAT, except that the starting tech lead is a little bigger since nobody else is starting at 3. And you definitely take NAS while other PRTs might not.
SS in this scenario is no longer at a RW points disadvantage due to high cost of PRT, and can therefore have the same base econ as other non-JOATS (minus the IS and IT econ advantages). Earlier access to special toys gives the SS a chance.
WM starts with weapons tech advantage and has to hold onto it.
I don't like SDs chances. The SD is bringing a knife to a gunfight.
I do like PPs chances. Those planet killer packets show up a lot earlier, and there's all this Boranium just lying around all over the place.
AR is even more doomed than usual, since his cost to acquire minerals has stayed the same while everyone else's cost has gown down by more than half (from 3res/kt/yr to 1.33res/kt/yr).
IS? Meh. Croby FFs will be obsolete as soon as you build them. Still same tradeoff in play for getting to the flying orgy in the midgame. Speed bumps are nice but aren't any nicer in this format. Better ground defense is nice, but if you are using that trait, you are losing already.
HE is ohmygod40percentgrowthtriimmunemegaproduction. No gates and half capacity as always, but 40% growth on every single planet might be unbeatable. Don't ever mention it to ccmaster. He might go Gollum-crazy on us.





[Updated on: Tue, 17 December 2013 19:00]




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Re: Hacked Races Tue, 17 December 2013 19:06 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Surprised noone has picked up on my suggestion of horribly hacked races (factories generate a billion resources and cost nothing)

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Re: Hacked Races Tue, 17 December 2013 22:07 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Tue, 17 December 2013 18:06
Surprised noone has picked up on my suggestion of horribly hacked races (factories generate a billion resources and cost nothing)


Seems highly likely to literally break the game (integer overflows, buffer overruns, etc.).

Also, is it even a game at that point? If you have enough resources on the first turn to research everything, and enough minerals on the second turn to build everything, what is the game? Is it a contest to see who can best manage their 512 fleets?

Even with infinite RW points, you are still constrained by the maximum values allowed for each setting.




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Re: Hacked Races Wed, 18 December 2013 03:04 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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skoormit wrote on Wed, 18 December 2013 10:59
AR is even more doomed than usual, since his cost to acquire minerals has stayed the same while everyone else's cost has gown down by more than half (from 3res/kt/yr to 1.33res/kt/yr).


You mean 0.8 res/kt/y. Mines max out at 25 productivity, not 15 like factories do.


You could also do a more "limited" version of this, by saying, for example, "RW points must be over -1000" and having a nonplaying host or third-party check each hacked race for compliance.


[Updated on: Wed, 18 December 2013 03:11]

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Re: Hacked Races Wed, 18 December 2013 04:25 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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A "new zero" is a reasonable option. Else it's pretty much an IT fest. I think I agree that the pop gating and super gates would be too strong in these conditions.

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Re: Hacked Races Wed, 18 December 2013 11:15 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Jeff had something to say on this point:
http://wiki.starsautohost.org/wiki/%22Jeff_on_Supernova%22_c ompiled_by_James_McGuigan
[quote]Any system that allows arbitrarily powerful race creation is going to be inherently unbalancable./quote]

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Re: Hacked Races Wed, 18 December 2013 11:21 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Wed, 18 December 2013 04:07
Seems highly likely to literally break the game (integer overflows, buffer overruns, etc.).

It could be interesting to know at what exact levels every little thing breaks. Sherlock From a forensic / preventive point of view. Rolling Eyes



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Re: Hacked Races Wed, 08 January 2014 18:44 Go to previous message
nmid

 
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1> IT. Those unlimted gates + pop distribution make it a clear all-out winner.
2,3,4 > JOAT (20% extra pop, inherent intial penscanning lets it gets the best mineral rich planets), SS (the cloak + toys are just so cool)
2,4 > HE (respect to CC Razz, but needs gates which decides if #2 or #4 in the list)
5> IS (over-pop is going to take some time to kick in and with 100% planets everywhere, it would start off later. Post mid game though, once all the planets it can grab are ar 45%/48% and he starts making orgies, it would ramp up REALLY big)
6> WM (Hulls are good, but as someone said, he has to grab the advantage and hold on to it. He can take out 1-2 neighbours and that should give him a good boost, but I still would not rate it in the top 5)
7,8> PP (perhaps, don't really know), CA (CA loses every toy. Negative terra bombing/ 0-cost terraforming)
9,10> AR, SD (points already made above about these races)



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