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Dynamic Duos 6 Wed, 05 March 2014 00:25 Go to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
With DD5 ending, time to start the next game.

Rules are the same as before:

Race restrictions, CA and IT are banned, Joat cannot take NAS. You cannot take HE factoryless. This means you cannot have factories worse than the default of 10/10/10 and no GR above 10(20)

All races other than your teammate must be set to enemy. No communication with anyone other than your teammate.

No tech trading with anyone other than your teammate. Only one race per player, you can however submit your allies turn if necessary, like when your ally is on vacation, too busy at work, etc.

Race names, including the plural version must be unique:-)

Other game settings are as follows:

- Distant players position
- AccBBS
- random events on
- PPS off.

Standard cheat disclaimer, which means that the following cheats are allowed:

- chaff
- split fleet dodge
- merge fleets after gating
- Mine damage dodge

Turns would be MTWTF until 2430 or someone requests a slow down. From there they would be MWF.

Condition of victory, PPS being turned on at 2500 and then a vote. If there is no clear victor, we keep playing until there is a clear victor by vote.

Universe will be medium dense.

There will be 5 or 6 teams of 2 players. You will start next to your teammate.

In some of the past games with these rules we tried some variations like weapons forced expensive and kill starbase orders banned. I am open to some variations or tweaking of the game rules if it makes an interesting game. So propose any changes you would like to see as well as letting me know if you want to join. We go with a vanilla version of the rules, or make con forced expensive, or only allow one cheap tech per person, go slow tech, max minerals, or whatever ideas you can think of. Also, if there is a volunteer out there who can move Homeworlds so teammates start next to each other and gen the game, I would appreciate it.

I am guessing this game will get started around the beginning of April and end around October

Turns would be MTWTF until 2430 or someone requests a slow down. From there they would be 3 days a week.

Players/teams so far:

Rolf/ManicLurch
Mac
Lucjan

Also we need a volunteer to set up the universe. This involves moving some homeworlds and possibly moving other planets around. If that same person will act as host, that is great. But if you just want to set up, we would appreciate that as well.

Thanks,

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Re: Dynamic Duos 6 Wed, 05 March 2014 02:33 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
Officer Cadet 1st Year

Messages: 214
Registered: February 2012
Count me in. Paired with Lucjan.

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Re: Dynamic Duos 6 Wed, 05 March 2014 09:57 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
Lieutenant

Messages: 665
Registered: July 2008
Location: Alabama
ManicLurch wrote on Tue, 04 March 2014 23:25
Also, if there is a volunteer out there who can move Homeworlds so teammates start next to each other and gen the game, I would appreciate it.


Volunteering.



What we need's a few good taters.

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Re: Dynamic Duos 6 Wed, 05 March 2014 12:27 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
Count me in, too.

Anyone care to team up with me ?



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Thu, 06 March 2014 07:10 Go to previous messageGo to next message
theene is currently offline theene

 
Crewman 1st Class

Messages: 27
Registered: January 2014
Location: UK
I'm up for it, but need a team-mate.

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Re: Dynamic Duos 6 Fri, 07 March 2014 01:22 Go to previous messageGo to next message
vmanuel is currently offline vmanuel

 
Chief Warrant Officer 3

Messages: 187
Registered: October 2004
Location: Dallas, TX USA
I'm in on this one, paired with N Howard.


Editor in Chief of the Kaynan Space News.
All Space, All The Time - Kaynan!
www.myhood.biz

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Re: Dynamic Duos 6 Fri, 07 March 2014 08:28 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
Officer Cadet 1st Year

Messages: 214
Registered: February 2012
Victor and Neil....hmm. Difficulty level increased considerably. Note - make neccesary race modifications Twisted Evil

Work at computer


[Updated on: Fri, 07 March 2014 08:30]

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Re: Dynamic Duos 6 Fri, 07 March 2014 12:36 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Welcome aboard.

Revised team list:

Rolf/ManicLurch
Mac
Lucjan/Asmodai
craebild
theen
vmanuel/NeilHoward

Thanks skoormit for volunteering to get the game set up.

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Re: Dynamic Duos 6 Fri, 07 March 2014 12:59 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
A revision to the team list.

I have been in touch with theen, he agrees that it will be convenient if he an I team up, as we are both in Europe.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Fri, 07 March 2014 13:41 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Revised team list:

Rolf/ManicLurch
Mac
Lucjan/Asmodai
craebild/theen
vmanuel/NeilHoward

We have 4 teams built. Max number of teams is 6, we can also play with 5.

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Re: Dynamic Duos 6 Fri, 07 March 2014 18:43 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
Mac + LittleEddie

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Re: Dynamic Duos 6 Sat, 08 March 2014 00:36 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
ManicLurch wrote on Fri, 07 March 2014 19:41

We have 4 teams built. Max number of teams is 6, we can also play with 5.

Lets try for 6 teams.

We also have to discuss whether there should be any special rules other than what was listed in the new game posting, and the teams need time to make their races.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Sat, 08 March 2014 01:41 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
craebild wrote on Fri, 07 March 2014 21:36

Lets try for 6 teams.

Agreed!
craebild wrote

We also have to discuss whether there should be any special rules other than what was listed in the new game posting

I recommend banning mine damage dodge, but allowing mine damage allocation.

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Re: Dynamic Duos 6 Sat, 08 March 2014 11:35 Go to previous messageGo to next message
Anonymous Coward
How do you intend to discern the two Question

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Re: Dynamic Duos 6 Sat, 08 March 2014 16:05 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
Loucipher wrote on Sat, 08 March 2014 17:35
How do you intend to discern the two Question

I guess he means is this:

North/south minefield immunity and east/west speed bump minefield immunity (where a fleet that travels exactly north south is unaffected by standard minefields and a fleet travelling exactly east/west is unaffected by speed bump minefields) should be banned.

mine damage dodge (where if a fleet is composed of two ship designs, the first in design slot order takes 4/5 of the damage while the second in design slot order takes 1/5 of the damage) should be allowed.

The first prevents all damage to the fleet by making a turn in open space, the second reduces fleet damage because of the fleet composition. I would say the are easy to discern, as in the first case the fleet is not taking any damage, and has been travelling exactly north/south or east/west, in the second case the fleet has taken damage, but (probably) less than the race laying the minefield would have hoped.

I can also see why he would want one banned and the other allowed.

The first is easy to avoid, and very unlikely to happen unintentionally (the only case where if would be reasonable to say it was unintentional would be if there are two planets exactly north/south or east/west of each other).

The second can very easily happen unintentionally (most fleets contain more than one design, and most races would need a booster design in the early to mid game, placing the booster design early in the design slot order).



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Sat, 08 March 2014 16:11 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Both relate to the second bug. In one damage is taken, but allocated amongst the fleet in a benefical way.
In the other a single cheap ship takes 80% of the damage, despite only needing a couple of dp to die - I.e. it acts like chaff...

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Re: Dynamic Duos 6 Sat, 08 March 2014 16:49 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
I personally never used any of those (at least intentionally) so i would vote to ban both.
But i'll be fine with anything you decide

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Re: Dynamic Duos 6 Sat, 08 March 2014 19:46 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
I guess he means is this:

North/south minefield immunity and east/west speed bump minefield immunity (where a fleet that travels exactly north south is unaffected by standard minefields and a fleet travelling exactly east/west is unaffected by speed bump minefields) should be banned.

mine damage dodge (where if a fleet is composed of two ship designs, the first in design slot order takes 4/5 of the damage while the second in design slot order takes 1/5 of the damage) should be allowed.


The north/south and east/west immunity is definitly banned. The 2nd one is allowed. I know there are plenty who don't like the 2nd one, but I simply don't want to police this. I don't think this changes the game too much.

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Re: Dynamic Duos 6 Sat, 08 March 2014 19:49 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
We also have to discuss whether there should be any special rules other than what was listed in the new game posting


I had one suggestion that we not allow weapons or construction to be taken cheap. We could also force them expensive. What do we think of these suggestions? Also if you have any other suggestions to spice it up, lets hear them.

Quote:
Lets try for 6 teams.


If we get 6 teams, then of course. We went with 5 teams last game just because a bit of time had passed and we wanted to get started. We will wait for a short while to get 6 teams.

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Re: Dynamic Duos 6 Sun, 09 March 2014 04:22 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
ManicLurch wrote on Sat, 08 March 2014 19:49
Quote:
We also have to discuss whether there should be any special rules other than what was listed in the new game posting


I had one suggestion that we not allow weapons or construction to be taken cheap. We could also force them expensive. What do we think of these suggestions? Also if you have any other suggestions to spice it up, lets hear them.

Quote:
Lets try for 6 teams.


If we get 6 teams, then of course. We went with 5 teams last game just because a bit of time had passed and we wanted to get started. We will wait for a short while to get 6 teams.


Weapons expensive is already in SAS games. I played two of them and it was really nice idea.
But to be original here we could do Con expensive, could also be fun Smile

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Re: Dynamic Duos 6 Sun, 09 March 2014 07:54 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
ManicLurch wrote on Sun, 09 March 2014 00:46
Quote:
I guess he means is this:

North/south minefield immunity and east/west speed bump minefield immunity (where a fleet that travels exactly north south is unaffected by standard minefields and a fleet travelling exactly east/west is unaffected by speed bump minefields) should be banned.

mine damage dodge (where if a fleet is composed of two ship designs, the first in design slot order takes 4/5 of the damage while the second in design slot order takes 1/5 of the damage) should be allowed.


The north/south and east/west immunity is definitly banned. The 2nd one is allowed. I know there are plenty who don't like the 2nd one, but I simply don't want to police this. I don't think this changes the game too much.

So explicitly allowing the damage dodge, not immunity.

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Re: Dynamic Duos 6 Sun, 09 March 2014 12:32 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
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Location: Copenhagen, Denmark
Mac1 wrote on Sun, 09 March 2014 09:22

Weapons expensive is already in SAS games. I played two of them and it was really nice idea.
But to be original here we could do Con expensive, could also be fun Smile

I would favour not having any special rules, other than those already stated by ManicLurch.

If we are playing with Weap expensive, we might run into the same problem we found in SAS6, where some aspect of the min. damage bug made some ships and starbases cause inordinate amounts of damage, though I would have to check up on the correspondence from back then to see exactly what it was that happened. On the other hand, if this game is only Weap expensive and not also slow tech advances, then that might not become an issue.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Dynamic Duos 6 Sun, 09 March 2014 14:24 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
If we are playing with Weap expensive, we might run into the same problem we found in SAS6, where some aspect of the min. damage bug made some ships and starbases cause inordinate amounts of damage, though I would have to check up on the correspondence from back then to see exactly what it was that happened. On the other hand, if this game is only Weap expensive and not also slow tech advances, then that might not become an issue.


We didn't have that problem in DD4 with W forced expensive. As you pointed out, SAS also had slow tech. SAS also had like 15 planets per player as well. Each team in the DD series gets about 50-60 planets per team. I do recall some battles with Yak and red lasers in DD4, but not an extended period of them. So the min damage problem could still happen, but it is less likely.

Quote:
But to be original here we could do Con expensive, could also be fun


Yes, that would be different for sure. I like this idea. We might see some W12 DDs and a lot of W10 FFs and W16 CCs. The only downside I see is it would likely mean no AR on any of the teams, so a less diverse set of PRTs chosen. Still it would make for an interesting game.

We could also just stick with the vanilla rules. I am just offering some suggestions. At the moment I am favoring forced Con expensive or the Vanilla. We will go with majority vote on any special rules like this.

Quote:
So explicitly allowing the damage dodge, not immunity.


Correct.




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Re: Dynamic Duos 6 Sun, 09 March 2014 14:26 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Revised team list:

Rolf/ManicLurch
Mac/LittleEddie
Lucjan/Asmodai
craebild/theen
vmanuel/NeilHoward

We have 5 teams built. Room for one more.

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Re: Dynamic Duos 6 Sun, 09 March 2014 15:18 Go to previous messageGo to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Loucipher wrote on Sat, 08 March 2014 08:35
How do you intend to discern the two Question

It is documented in the known bugs section of the Stars! wiki.
Here is Altruist's explanation
Altruist wrote on Fri, 14 June 2013 10:40

I had to look that up to get the distinction and before questions arise or everybody needs to do a search about the difference between "mine damage dodge (prohibited) and mine damage allocation (allowed)", here what I found:

The names are actually well chosen and partly self-describing.

mine damage dodge (prohibited): You put together a fleet with different designs in a way that some mine damage can't be allocated by Stars but is dodged.
Eaxample: 1 scout design (20 armor, no shield) plus 4 destroyers (the destroyer ship slot is below chaff design slot).
Result: Mine damage of 500 points gets distributed in a way that Stars puts 4/5 of the damage onto the first design slot. Thus 400 damage goes to the scout design (which can suck up only 20 damage and 380 damage are lost/dodged)

mine damage allocation (allowed):
Similar like above the damage of a mine hit is allocated to different designs in the fleet but all damage can be allocated, none is lost/dodged.

So as a rule of thumb:
If all of the damage of a mine hit can be allocated to the ships... everything is fine.
If some damage is dodged... it is considered cheating.

It is pretty easy to spot by other players, especially SD. The distinction would help SDs and any PRTs that can lay mines, as well as those players not familiar with the practice. If skoormit is hosting and willing to bother with the extra work, we could just report suspected infractions to him. I do not care terribly one way or the other.

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