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Re: Game Concept: Larger Map with Less MM Wed, 05 February 2014 11:53 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Altruist wrote on Tue, 04 February 2014 16:34
all PRTs seem playable with a very wide range of different designs, strats and tactics.

PP of course will only have to face defences, not opposition mass drivers...
Might suddenly be more useful - despite being an "orbital boosted" race.

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Re: Game Concept: Larger Map with Less MM Wed, 05 February 2014 11:56 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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For reducing the MM required for diplo, I have my favorite solution for that: no comms!

If that would drive you diplo-lovers away, I like the principle behind Altruist's suggestion to limit alliances to 2 players. But how do you enforce that?

And won't you still have plenty of diplo MM to do with the not-allied not-enemy group?



What we need's a few good taters.

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Re: Game Concept: Larger Map with Less MM Wed, 05 February 2014 12:00 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Banning minefields would certainly reduce MM on the battle fronts. I think that detracts from strategic depth, though.


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Re: Game Concept: Larger Map with Less MM Wed, 05 February 2014 12:28 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Altruist wrote on Tue, 04 February 2014 10:34
Another idea would need some universe editing: lowering the number of Stars even more.


Actually, yes, this might be the way to go, and we have an existing tool for stretching unis.

So pick your desired number of planets for the agreed upon uni size. Options are:
24 32 40 60 96 128 160 216 240 288 ...and up

Can play the standard uni sizes or can go even bigger with the stretch util.


Playing in a super-sparse uni (rather than with a planet/orbital limit) does provide rather different tactical and strategic dynamics.

For one, you'll need good hab settings, since your natural planet allotment will be so small.
Supposing a large uni with 8 players and 128 planets (16 planets/player = 1/3 of large/sparse): a 1-in-7 race with a bad hab draw is in very dire straits. Might not have any greens in your natural area.

The vast distance between planets makes prop tech more important and makes packets less effective as weapons. Also reduces the opportunities for forking an opponent's planets.
And probably forget about remote mining.





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Re: Game Concept: Larger Map with Less MM Thu, 06 February 2014 07:21 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Wed, 05 February 2014 17:56
For reducing the MM required for diplo, I have my favorite solution for that: no comms!

But then you'll have all the added MM NeilH described. Whip


Quote:
I like the principle behind Altruist's suggestion to limit alliances to 2 players. But how do you enforce that?

2 ways: a vigilant Host, or some vigilant players. Lurking


Quote:
And won't you still have plenty of diplo MM to do with the not-allied not-enemy group?

I'd say it all depends on who's on the other end of these Diplo efforts. Some ppl tend to make Diplo very simple and easy, and others tend to the opposite. Wall Bash



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game Concept: Larger Map with Less MM Thu, 06 February 2014 12:46 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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m.a@stars wrote on Thu, 06 February 2014 06:21

Quote:
I like the principle behind Altruist's suggestion to limit alliances to 2 players. But how do you enforce that?

2 ways: a vigilant Host, or some vigilant players.


What I mean is, isn't it difficult to define "alliance" sufficiently enough for the rule to be enforceable?

One could say, for example: "Game victor will be a single player or a single two-player alliance." That suffices for the end game. But that doesn't keep three people from deciding to cooperate closely in the mid game, with the understanding that after the other players are eliminated, they'll have a three-for-all for the win.

One could say: "No more than one player set to friend at a time. All others must be set to enemy." That prevents sharing gates and allowing passage through minefields with more than one person at a time, but it doesn't prevent close cooperation, coordination of attacks, sharing intel, tech trades, mineral gifts, diplomatic support, etc.



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Re: Game Concept: Larger Map with Less MM Thu, 06 February 2014 12:51 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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m.a@stars wrote on Thu, 06 February 2014 06:21
skoormit wrote on Wed, 05 February 2014 17:56
For reducing the MM required for diplo, I have my favorite solution for that: no comms!

But then you'll have all the added MM NeilH described.


True. No comms means no NAPs means you have to MM all of your borders to some extent.

No comms plus no minefields is a combo fit only for those who enjoy a permanently high level of tension. Sounds like fun to me!

(How about no comms plus no minefields plus only SS allowed? Smile )



What we need's a few good taters.

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Re: Game Concept: Larger Map with Less MM Fri, 07 February 2014 05:34 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Thu, 06 February 2014 18:51
(How about no comms plus no minefields plus only SS allowed? Smile )

ARs enjoy a higher level of tension... Shocked



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game Concept: Larger Map with Less MM Fri, 07 February 2014 06:10 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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m.a@stars wrote on Fri, 07 February 2014 10:34
skoormit wrote on Thu, 06 February 2014 18:51
(How about no comms plus no minefields plus only SS allowed? Smile )

ARs enjoy a higher level of tension... Shocked

With only SS allowed there won't be any AR to worry...


[Updated on: Fri, 07 February 2014 07:19]

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Re: Game Concept: Larger Map with Less MM Sat, 08 February 2014 00:31 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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skoormit wrote on Thu, 06 February 2014 18:46
m.a@stars wrote on Thu, 06 February 2014 06:21

Quote:
I like the principle behind Altruist's suggestion to limit alliances to 2 players. But how do you enforce that?

2 ways: a vigilant Host, or some vigilant players.


What I mean is, isn't it difficult to define "alliance" sufficiently enough for the rule to be enforceable?

[...]
One could say: "No more than one player set to friend at a time. All others must be set to enemy." That prevents sharing gates and allowing passage through minefields with more than one person at a time, but it doesn't prevent close cooperation, coordination of attacks, sharing intel, tech trades, mineral gifts, diplomatic support, etc.


Well, my most used phrase for this purpose in the Fledgling Admiral games is:
"Only one other player may be set to friend and traded tech with at any one time, all others must be set to enemy. You can change an ally after the alliance lasted for 10 years or more."

If you want to, you might also add "Battle orders of all armed ships must be set to target Neutrals & Enemies."

And while cheating is always possible it seldomly happens and usually the player gets more or less banned from the whole community. You also have a non-playing host who can check things from time to time.

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Re: Game Concept: Larger Map with Less MM Sat, 08 February 2014 17:03 Go to previous messageGo to next message
nmid

 
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I would be interested in this game setup.

The limits currently being discussed are
> 20 stations/docks per player
> no limit on number of planets colonised as long as the number of docks is limited.
> Alliances limited to 2 players

Possible other suggestions include:
> minefields
> Communication limitations
> No cloaking?
> all races having Pen-scan (no NAS) - My suggestion Razz

Ps - A MM fanatic will find ways to create MM, no matter what conditions you come up with Razz


[Updated on: Sat, 08 February 2014 17:05]




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 Concept: Larger Map with Less MM Sun, 09 February 2014 10:52 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Altruist wrote on Fri, 07 February 2014 23:31
skoormit wrote on Thu, 06 February 2014 18:46
...isn't it difficult to define "alliance" sufficiently enough for the rule to be enforceable?...


Well, my most used phrase for this purpose in the Fledgling Admiral games is:
"Only one other player may be set to friend and traded tech with at any one time, all others must be set to enemy. You can change an ally after the alliance lasted for 10 years or more."

If you want to, you might also add "Battle orders of all armed ships must be set to target Neutrals & Enemies."


Those are excellent ideas. But even with such usefully specific rules as those, it seems like there's lots of opportunity for diplomatic MM even with your non-allies. And we are considering the alliance size limit for this game specifically to reduce diplo MM.

Crazy idea: comms are only allowed in-game, and all comms must be sent to everyone. No private messages allowed.



What we need's a few good taters.

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Re: Game Concept: Larger Map with Less MM Sun, 09 February 2014 10:56 Go to previous messageGo to next message
nmid

 
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limiting comms to in-game actually increases MM. Speaking from experience.


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 Concept: Larger Map with Less MM Sun, 09 February 2014 10:56 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Altruist wrote on Fri, 07 February 2014 23:31
...And while cheating is always possible it seldomly happens and usually the player gets more or less banned from the whole community. You also have a non-playing host who can check things from time to time.


Just to be clear: I'm not worried about cheating. Not at all. I trust players not to cheat.

In this case, I'm searching for a well-worded rule simply to achieve the goal of reducing diplo MM. We have to be specific about what it means to be "allied," otherwise players won't know which actions violate the rules, and which do not.

Another crazy idea: A player may send private communication (in game or out of game) to only one other player during any given game year. All other communication must be in-game and addressed to everyone.


[Updated on: Sun, 09 February 2014 10:57]




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Re: Game Concept: Larger Map with Less MM Sun, 09 February 2014 10:58 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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nmid wrote on Sun, 09 February 2014 09:56
limiting comms to in-game actually increases MM. Speaking from experience.


Well, yes, we shared that experience. Razz

But this case is different, since all comms must also be addressed to everyone. No more of the dreadful copy/pasting of the planet and fleet reports into the in-game messages.



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Re: Game Concept: Larger Map with Less MM Sun, 09 February 2014 11:07 Go to previous messageGo to next message
nmid

 
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That's true, but I dislike limited comms Razz.
Also, coming to think about it... in this case, reducing planet/organizing MM will give us some spare time to put into diplomacy, without too much of a strain.


[Updated on: Sun, 09 February 2014 11:07]




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 Concept: Larger Map with Less MM Sun, 09 February 2014 11:09 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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nmid wrote on Sat, 08 February 2014 16:03
I would be interested in this game setup.


Well, then, I may be on to something here. Smile

Quote:

The limits currently being discussed are
> 20 stations/docks per player
> no limit on number of planets colonised as long as the number of docks is limited.
> Alliances limited to 2 players


Clarification: Limit of 20 orbitals of any type, including forts.

Quote:

Possible other suggestions include:
> minefields
> Communication limitations
> No cloaking?
> all races having Pen-scan (no NAS) - My suggestion Razz


Hm...NAS requires players to chaff-ping and to use planet squatters. I suppose that is a MM reduction if NAS is off the table.

No cloaking...well, yes, I suppose that reduces MM a good bit. We don't have to send out our galleon snoopers in the midgame. But is it worth the tradeoff?

Again, my goal is to enjoy the strategic depth that a large uni provides, but without the hours-per-turn commitment to MM usually required to have a chance at victory.

In other words, I'd like it to be possible for me to enjoy a large stars game, actually have a chance at winning, and also keep my job and spend time with the kids (and perhaps also the wife).

Quote:
Ps - A MM fanatic will find ways to create MM, no matter what conditions you come up with Razz


Truer words were never spoke. Again, though, my goal is to reduce the MM load required to have a chance at winning. An MM fanatic will still optimize everything he can. But if we can curtail the number of opportunities that MM can be applied to for maximum gain in chance of winning, maybe we will have levelled the playing field enough between the MM fanatics and the, well, non-crazy people. (And I'm an MM fanatic, btw.)



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Re: Game Concept: Larger Map with Less MM Mon, 17 February 2014 15:57 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Sun, 09 February 2014 17:09
my goal is to enjoy the strategic depth that a large uni provides, but without the hours-per-turn commitment to MM usually required to have a chance at victory.

Crazy thought: create a Team game with 2 or more "teammates" per race, and share the MM by having each "teammate" work on a different thing: planetary Qs, exploration/colonization, spying/counterspying, laying/sweeping mines, Research, Diplo, designing/assembling warfleets, ordering said warfleets around, picking up the debris... Bounce Multi bounce Blue bounce L Blue bounce Purple bounce Red bounce Fire bounce

Or not so crazy, as that's one of the ways I split my MM into different days. Crazy



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Game Concept: Larger Map with Less MM Sun, 23 February 2014 15:05 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
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I would question the option of removing cloaks and even pen scanners in this type of game. I would not contest that MM elements would increase due to cloaks. But these decisions would be ones that make gameplay more interesting. (maybe just to me Smile )

With fewer stars, it will be easier to see fleets approach through open space. With the distances involved, there could be a lot of depth involving around the unknown and trying to conceal raids and such. Without those elements, I think a lot of game-play would become very static. With them, there is Tension. Did my fleet remain undetected? or was I discovered? My cloaked scouting fleet has discovered the enemy's star bases - so now I know where to focus my attack. Did I slip by his sensor net? Oh-no, my sensor asset in the area was hit - now what is he doing?!? It will take 10 years to get a replacement in the area! Without cloaks and pen scanners, it would be like playing poker with most of your cards revealed. I think the game needs something to balance the distances involved.


As a final musing, I wonder if restricting minefields might be better then eliminating them. They could get really tedious but with some restrictions in place there could be some interesting choices to make. Say you can only have 40-50 minefields at any one time. Now you have to make a choice. Do my core worlds get mine-fields? Do I use a few to protect invasion fleets? Do I use some layered mine-fields to secure a more likely invasion path? Oh, and if the limit is reached now you need to wait for them to decay - or enlist some help from an ally. Restriction rather then elimination would add some gameplay elements.

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Re: Game Concept: Larger Map with Less MM Tue, 25 February 2014 06:02 Go to previous message
m.a@stars is currently offline m.a@stars

 
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Shadow Whist wrote on Sun, 23 February 2014 21:05
I would question the option of removing cloaks and even pen scanners in this type of game. I would not contest that MM elements would increase due to cloaks. But these decisions would be ones that make gameplay more interesting. (maybe just to me Smile )

Of course! Very Happy But here we're trying to come up with ways to reduce MM, even if many would say it makes gameplay more interesting. Teleport

Speaking of which:
* Ban Planetary Defenses. 2 Guns
* Ban NAS and have everyone build Planetary Scanners everywhere as sole means of exploration.
* Ban Torps, Missiles, and chaff. Alternatively, ban Beams.
* Ban Transports. Only ships with Colony pods can carry cargo, and they must be used only for Colonizing.
* Ban Random Events. Doh.
* Ban Factories. Shocked

I'm not saying the game will be more interesting with these options turned off, but it will certainly be simpler. Whip



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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