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Revival of an interesting idea? Fri, 18 April 2014 14:07 Go to next message
Inquisitor80 is currently offline Inquisitor80

 
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http:// starsautohost.org/sahforum2/index.php?t=msg&th=5358& prevloaded=1&rid=474&start=0

Full orginal credit goes to those that participated in the old thread

Here is my sumation and my changes:

=-=-=-=-=-=-=


no limit on number of planets colonised as long as the number of docks is limited.
all players have diplo set to enemy at all times.
No Comms unless the comms are sent to all players in game
# of minefields is restricted to 40 per player
# of fleets capped at 200


20 stations/docks per player equipped with any kind of Orbital (Gates & Mass Drivers)
-- Note AR races are allowed to have unlimited number of Forts and other stations HOWEVER they are only allowed to build any ships on 20 (Still limited to 20 stations with gates or massdrivers. these must only be on the "Shipbuilding" worlds)
skoormit wrote on Mon, 03 February 2014 10:52
Just change to a one-off design and then delete that design. Takes a year to do it, so we have to be more specific with the rule wording:

"You may not have more than X orbitals built at any time. If you begin any year with more than X orbitals, you must delete orbital designs until you have X or fewer orbitals remaining."

That allows you the following scenario:
Year 0: You have X orbitals and are on the warpath. You give your attack fleet orders to conquer Nivenyrral.
Year 1: Attack succeeded. You now own Nivenyrral. Queue a "Big Phat Starbase" on Nivenyrral. Create a new "Teeny Little Fort" design, and queue one on Pegasus (which already has an orbital).
Year 2: You start the turn with X+1 orbitals. Delete the Teeny Little Fort design. You now have X orbitals.


If you forget to perform a downgrade in year 1, you are left with a potentially painful situation in year 2. You will have to delete a design. Hopefully you have a design that only 1 or 2 planets have. Otherwise...ouch.


XAPBob wrote on Wed, 05 February 2014 10:41
Except it is a very limited hab empty planet (25%) - and far easier to kill than planets of other PRTs.

I was thinking that "only X orbitals may have an orbital device, and only those orbitals may build ships".

I should probably say that I have an automated host backup and message pane scraper in place that could help verify this limitation fairly easily (a small amount of work would let it check for orbitals with an "orbital" device, and compare with the "ships built" list. This could kind of be undermined by exploiting the SB build bug (i.e. build 99% of a whole pile of ships at a station (without completing any) and then move production there and complete them all in one year. But the scraper also pulls build queues, so even that could be easily checked (nothing but a new SB hull, TF or alchemy (lol) should ever be in an AR queue).


The AR would therefore be allowed to build "defenses" (ineffective as they may be) on their planets, as well as actually using their full size.



skoormit wrote on Wed, 05 February 2014 11:28


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: Revival of an interesting idea? Fri, 18 April 2014 14:25 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Inquisitor80 wrote on Fri, 18 April 2014 20:07
For ease of MM i am also suggesting

- no chaff
- no split fleet dodge
- no merge fleets after gating
- Mine damage dodge

Excuse me, is that "no Mine damage dodge" or "yes Mine damage dodge"? For the life of me I cannot atm think a single reason why Mine damage dodge is related to ease of MM. Confused



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Re: Revival of an interesting idea? Fri, 18 April 2014 14:56 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Inquisitor80 wrote on Fri, 18 April 2014 13:07

no limit on number of planets colonised as long as the number of docks is limited


Should be number of orbitals is limited, not number of docks.

Quote:

all players have diplo set to enemy at all times.


No problem with that.

Quote:

No Comms unless the comms are sent to all players in game


Might be a problem.
First, are comms allowed only via the in-game messaging system, or also by email (as long as sending to all players)?
Second, allowing any comms at all opens up diplomacy, which means comms will take up much time.

Perhaps restrict it to in-game comms only, and you may send no more than one message per year (which must be sent to all players).
Even at that, it adds to the time required to play your turns.

Quote:

# of minefields is restricted to 40 per player


Problem: what is the penalty if a player goes over the number?

How about "players may only lay minefields at a planet with an orbital"?

Quote:

# of fleets capped at 200


I don't like an artificial fleet cap, because there are occasions when I want to split a large stack into singletons.
This rule might actually increase MM, because you'll have to spend time counting your fleets and planning how to stay under 200.

Quote:

20 stations/docks per player equipped with any kind of Orbital (Gates & Mass Drivers)


We may need to clearly define terms:
I use "orbital" to mean any starbase (oribtal fort, space dock, space station, ultra station, death star).
I use "orbital device" to mean a stargate or mass driver.

I think it is better to have a cap on orbitals (including forts) than a cap on orbital devices.

Quote:

-- Note AR races are allowed to have unlimited number of Forts and other stations HOWEVER they are only allowed to build any ships on 20 (Still limited to 20 stations with gates or massdrivers. these must only be on the "Shipbuilding" worlds)


I don't like it. How about "AR can have any number of orbitals, but only 20 at a time may be more than a bare hull. The production queue of planets with a bare-hull orbital may not contain any ships."


Quote:

Other game settings are as follows:

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

The number of planets in the uni will be scaled to the # of players interested


Thumbsup 2


Quote:

For ease of MM i am also suggesting

- no chaff


Thumbsup 2 (because that sounds like a fun change to try out, but I'm not quite sure it makes a dent in the MM)

You'll need to carefully define "chaff"

Quote:

- no split fleet dodge


My god man, how on earth are you going to attempt to define that? Untenable, I think.

Quote:

- no merge fleets after gating


Why? It does not reduce MM and is crazy-hard to police.

Quote:

- Mine damage dodge


Mine damage dodge what? Is banned? If so, you'll need to provide a clear definition.

Quote:

and of course any other thing listed the cheating thread is off limits


Which cheating thread?

Quote:

Turns would be MTWTF until someone requests a slow down
i personally would like 7 days a week, but that may detract players


This has been working well lately: "Every 26 hours until someone requests a slowdown (no sooner than 2430). Thereafter every 50 hours (with holds allowed by request for IRL concerns)."

...




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Re: Revival of an interesting idea? Fri, 18 April 2014 18:05 Go to previous messageGo to next message
Inquisitor80 is currently offline Inquisitor80

 
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ok revised per feedback

no limit on number of planets colonised as long as the number of Orbitals is limited.
all players have diplo set to enemy at all times.
No Comms unless the comms are sent to all players in game via in game messaging limit 1 per year
players may only lay minefields at a planet with an orbital
map settings
- Distant players position
- AccBBS
- random events on
- PPS off.

The number of planets in the uni will be scaled to the # of players interested


For ease of MM i am also suggesting
- no chaff
http://www.starsfaq.com/articles/chaff.htm
- no split fleet dodge
- no Repair after gating loophole
http://starsautohost.org/sahforum2/index.php?t=tree&th=3 841& start=0&rid=21&S=6fa12b1b66202417f29cada8fc491160
- no Mine damage dodge
http:// starsautohost.org/sahforum2/index.php?t=tree&th=348& m id=15611&rid=21&S=be50850b4e2401196cb8ed122ea92f3e&a mp;a mp;a mp;rev=&reveal=
http://starsautohost.org/sahforum2/index.php?t=tree&th=4 241& start=0&rid=21&S=93e86d82643268b9441d834b07144f61
http://starsautohost.org/sahforum2/index.php?t=tree&th=1 724& start=0&rid=21&S=f7edd56517f9ea1b903eaba3f6d0e9f9
and of course any other cheat/explote listed in Known Bugs (JRC3) - Player Exploitable Bugs / "Features"
http://starsautohost.org/sahforum2/index.php?t=msg&th=23 87& start=0&rid=474

Turns would be every 26 hours until someone requests a slowdown (no sooner than 2430). Thereafter every 50 hours (with holds allowed by request for IRL concerns).


20 Orbitals per player equipped with any kind of Orbital Device (Gates & Mass Drivers)
We may need to clearly define terms:
I use "orbital" to mean any starbase (oribtal fort, space dock, space station, ultra station, death star).
I use "orbital device" to mean a stargate or mass driver.


-- Note AR races are allowed to have unlimited number of Orbitals. HOWEVER they are only allowed to build any ships on 20 (Still limited to 20 Orbitals with gates or massdrivers. these must only be on the "Shipbuilding" worlds)

XAPBob wrote on Wed, 05 February 2014 10:41

I was thinking that "only X orbitals may have an orbital device, and only those orbitals may build ships".

I should probably say that I have an automated host backup and message pane scraper in place that could help verify this limitation fairly easily (a small amount of work would let it check for orbitals with an "orbital" device, and compare with the "ships built" list. This could kind of be undermined by exploiting the SB build bug (i.e. build 99% of a whole pile of ships at a station (without completing any) and then move production there and complete them all in one year. But the scraper also pulls build queues, so even that could be easily checked (nothing but a new SB hull, TF or alchemy (lol) should ever be in an AR queue).

The AR would therefore be allowed to build "defenses" (ineffective as they may be) on their planets, as well as actually using their full size.


If we have the support of XAPBob in the above fashion would you agree this is fair? after all, non-AR have planetary defenses and are not instantly killable like an AR is. decent trade off i think

I can say no Comms if it is preferred over limited comms

ok, so opinions?

(fixed urls)
...



[Updated on: Mon, 21 April 2014 21:12] by Moderator





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Re: Revival of an interesting idea? Sat, 19 April 2014 04:52 Go to previous messageGo to next message
craebild is currently offline craebild

 
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Sounds interesting, but unfortunately I do not have time for another game at the moment.

The distance between planets in that universe had better large enough that a minefield at one planet does not cover another planet, otherwise you could get problems with "minefield drift" causing the centre of minefields to move away from planets, and how does the "only minefields at planets with orbitals" rule handle such situations ?

And is it allowed intentionally to cause "minefield drift", perhaps limited to ensuring that the minefield only covers a single planet ?



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Re: Revival of an interesting idea? Sat, 19 April 2014 13:34 Go to previous messageGo to next message
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Empty hull stayions for AR are ridiculously weak. Without chaff they might even be able to defend themselves...

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Re: Revival of an interesting idea? Sat, 19 April 2014 23:43 Go to previous messageGo to next message
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XAPBob has a point, without chaff defending an AR station becomes much easier, and mounting weapons on the station is a pretty good way to do that, in addition to mounting shields, armor, jammers and deflectors.

If AR are not allowed to mount weapons on stations, then perhaps allow AR to mount shields, armor, jammers and deflectors, but not weapons, comps, gates and drivers ? After all, non-AR are allowed to build defences.



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Re: Revival of an interesting idea? Sun, 20 April 2014 00:31 Go to previous messageGo to next message
Inquisitor80 is currently offline Inquisitor80

 
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craebild wrote on Sat, 19 April 2014 03:52
The distance between planets in that universe had better large enough that a minefield at one planet does not cover another planet, otherwise you could get problems with "minefield drift" causing the center of minefields to move away from planets, and how does the "only minefields at planets with orbitals" rule handle such situations ?

And is it allowed intentionally to cause "minefield drift", perhaps limited to ensuring that the minefield only covers a single planet ?


My thoughts on this are:

1st yes i want the distances to be on the larger side between planets
2nd mine laying is only allowed from the planets with orbitals. this can be used to make mine fields drift on purpose, or you can spread out your MLs to keep them centered on the planet they are at.

trying to balance mine laying ability with MM. don't want to ban them outright which would be banning SD as well. and it was pointed out that limiting the # of Mine fields would be problematic.

If this is too much then i can remove this "rule" and mines will be unrestricted.

Is anybody interested in playing this?



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Re: Revival of an interesting idea? Sun, 20 April 2014 01:57 Go to previous messageGo to next message
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Re: Revival of an interesting idea? Sun, 20 April 2014 03:29 Go to previous messageGo to next message
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craebild wrote on Sun, 20 April 2014 04:43
XAPBob has a point, without chaff defending an AR station becomes much easier, and mounting weapons on the station is a pretty good way to do that, in addition to mounting shields, armor, jammers and deflectors.

If AR are not allowed to mount weapons on stations, then perhaps allow AR to mount shields, armor, jammers and deflectors, but not weapons, comps, gates and drivers ? After all, non-AR are allowed to build defences.


I'd say anything other than orbital devices, it's the AR version of planetary defences.
Orbital devices define shipbuilding locations...

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Re: Revival of an interesting idea? Sun, 20 April 2014 03:38 Go to previous messageGo to next message
craebild is currently offline craebild

 
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A shipbuilding location doesn't have to have orbital devices. Even if the AR has the tech to build them they are still expensive in minerals and resources, and massdrivers are not very efficient for shipping around minerals so the AR might not want to build massdrivers.


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Re: Revival of an interesting idea? Sun, 20 April 2014 03:49 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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yes - sorry - should be written backwards - orbital devices only allowed on shipbuilding worlds

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Re: Revival of an interesting idea? Sun, 20 April 2014 13:26 Go to previous messageGo to next message
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craebild wrote on Sat, 19 April 2014 22:43
XAPBob has a point, without chaff defending an AR station becomes much easier, and mounting weapons on the station is a pretty good way to do that, in addition to mounting shields, armor, jammers and deflectors.

If AR are not allowed to mount weapons on stations, then perhaps allow AR to mount shields, armor, jammers and deflectors, but not weapons, comps, gates and drivers ? After all, non-AR are allowed to build defences.


If we allow AR to weaponize all of their orbitals, they gain quite an advantage over non-AR.

Alternatively, allowing "battle defensive" components on all hulls, as craebild suggests, is probably reasonably balanced. But the game host now has a bit of a chore to examine the AR players' orbitals each year.

I'd rather just ban AR than try to figure out how to make this ruleset fair for AR. But I suppose the host can decide if the extra effort is worth it.



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Re: Revival of an interesting idea? Sun, 20 April 2014 13:32 Go to previous messageGo to next message
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Not sure how large an advantage it is. You have to expect that when you turn up over a planet that it will build a bristling station the year after...

AR would have NO defenses otherwise, and I feel that is likely to be too stiff a penalty. It's not as if AR are a frequently chosen, strong, race to start with - or is it?

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Re: Revival of an interesting idea? Sun, 20 April 2014 13:35 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Inquisitor80 wrote on Fri, 18 April 2014 17:05

For ease of MM i am also suggesting
- no chaff
http://www.starsfaq.com/articles/chaff.htm


You still need to define what counts as chaff.
The classic chaff design is a scout or frigate with a qj5 and an xray.
What about two xrays?
What about one yaki?
What about a destroyer?
etc



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Re: Revival of an interesting idea? Sun, 20 April 2014 13:43 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Sun, 20 April 2014 12:32
Not sure how large an advantage it is. You have to expect that when you turn up over a planet that it will build a bristling station the year after...

AR would have NO defenses otherwise, and I feel that is likely to be too stiff a penalty. It's not as if AR are a frequently chosen, strong, race to start with - or is it?


The have to defend with fleets. So does everyone else. All the non-AR have a limited number of orbitals. Since non-AR planets are susceptible to bombs and mass packets, non-AR have to build planetary defenses. But those only do so much. You still have to defend your threatened planets with fleets. Allowing AR to defend all their planets with fleets and armed starbases makes attacking an AR a much more difficult proposition.

I agree that AR are not frequently chosen, as most games these days have universe parameters that are not conducive to AR. This game might be more conducive to AR.

What about banning the Attack Starbase order? That mitigates ARs core susceptibility somewhat, but doesn't give them an advantage.



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Re: Revival of an interesting idea? Sun, 20 April 2014 14:13 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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It generally takea far more effort to drag bombers around than warships...

I can't work out whether armed stations are sufficiently equivalent to planetary defenses (both cost minerals/resources and make a planet harder to kill, neither can initiate offense).

Without chaff around the attack SB order might not be as bad for AR? I generally don't like it that much, you can't target any other token...

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Re: Revival of an interesting idea? Sun, 20 April 2014 15:14 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Sun, 20 April 2014 13:13
It generally takea far more effort to drag bombers around than warships...

I can't work out whether armed stations are sufficiently equivalent to planetary defenses (both cost minerals/resources and make a planet harder to kill, neither can initiate offense).

Without chaff around the attack SB order might not be as bad for AR? I generally don't like it that much, you can't target any other token...


The effort required to bring bombers along is very high in the early game, but tends to drop pretty far by the midgame when warp9+ engines and the SFX make the fuel problem easily manageable.

You still have to build the bombers, though, and that's non-trivial. But attacking a fully armed AR death star requires many more warships than attacking an unarmed one.

The attack SB order is still bad for AR, regardless of chaff, since the attacker can in many cases attack an AR planet with 100% confidence that he will destroy the base, even if he can't defeat the AR's fleet.

With this rule set (in particular, imposing a limit to orbitals for non-AR) it seems like AR is a square peg we are trying to jam into a round hole.


[Updated on: Sun, 20 April 2014 15:15]




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Re: Revival of an interesting idea? Mon, 21 April 2014 12:45 Go to previous messageGo to next message
Inquisitor80 is currently offline Inquisitor80

 
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skoormit wrote on Sun, 20 April 2014 12:35
Inquisitor80 wrote on Fri, 18 April 2014 17:05

For ease of MM i am also suggesting
- no chaff
http://www.starsfaq.com/articles/chaff.htm


You still need to define what counts as chaff.
The classic chaff design is a scout or frigate with a qj5 and an xray.
What about two xrays?
What about one yaki?
What about a destroyer?
etc

I would think we would have to agree on either a minimum cost for any ship that might fall into this category or go down the path of exact descriptions of each possible variation of chaff.
i am curious how the meta of the game will turn out differently without chaff, seems it is required for just about every fleet that is doing anything, so if it is not allowed then fleet make up, especially on the offense, will be changed



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Re: Revival of an interesting idea? Mon, 21 April 2014 13:07 Go to previous messageGo to next message
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Chaff should be fairly easy to recognise - just look at the ships. In each era there are only so many designs of warship, and chaff rather stands out.

Is a fleet of 1000 Yaki scouts chaff if they aren't accomponying anything? Might be a way to get enough weapons close to a station - but as they *are* the warfleet...

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Re: Revival of an interesting idea? Mon, 21 April 2014 13:16 Go to previous messageGo to next message
Inquisitor80 is currently offline Inquisitor80

 
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XAPBob wrote on Mon, 21 April 2014 12:07
Chaff should be fairly easy to recognise - just look at the ships. In each era there are only so many designs of warship, and chaff rather stands out.

Is a fleet of 1000 Yaki scouts chaff if they aren't accomponying anything? Might be a way to get enough weapons close to a station - but as they *are* the warfleet...


sure, i can look at a fleet and say chaff/not chaff
but if we make it a rule then an "objective" standard needs to be present
i don't want things to fall apart because somebody is riding the line, and another player says they are chaff and he disagrees



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Re: Revival of an interesting idea? Mon, 21 April 2014 14:36 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Inquisitor80 wrote on Mon, 21 April 2014 19:16
sure, i can look at a fleet and say chaff/not chaff
but if we make it a rule then an "objective" standard needs to be present
i don't want things to fall apart because somebody is riding the line, and another player says they are chaff and he disagrees

Chaff is as chaff does? True chaff has only a few well-defined roles, but not every ship that fulfills one of these roles is chaff. A typical case would be the FF horde rendered obsolete and turned to chaff roles. Sherlock



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Re: Revival of an interesting idea? Mon, 21 April 2014 15:25 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Mon, 21 April 2014 12:07
Chaff should be fairly easy to recognise - just look at the ships. In each era there are only so many designs of warship, and chaff rather stands out.


Sure, it's easy to recognize the classic chaff design. But does the game only ban the classic design? If so, then I would probably just add another xray to my chaff, since that would still be cost effective.

Any rule that bans a class of ships must specify the elements of ship design that determine that class.



[Updated on: Mon, 21 April 2014 15:26]




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Re: Revival of an interesting idea? Tue, 29 April 2014 00:51 Go to previous messageGo to next message
dlrichert is currently offline dlrichert

 
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[/quote]
I would think we would have to agree on either a minimum cost for any ship that might fall into this category or go down the path of exact descriptions of each possible variation of chaff.
[/quote]


I think both would be problematic unless you add a dimension of time and perhaps quantity. ie ban chaff starting in a specific year. Early years many races can only build what later might be viewed as chaff. Chaff is mainly used for Jihad missiles and up which will happen a bit later in the game. As mentioned you still need to define chaff based on hull and weapons.


Interesting set up if you add it to the new games page. I would be interested. An IT along with CA and JOAT would need some kind of handicap.

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Re: Revival of an interesting idea? Tue, 29 April 2014 09:13 Go to previous messageGo to previous message
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dlrichert wrote on Mon, 28 April 2014 23:51

I would think we would have to agree on either a minimum cost for any ship that might fall into this category or go down the path of exact descriptions of each possible variation of chaff.


I think both would be problematic unless you add a dimension of time and perhaps quantity. ie ban chaff starting in a specific year. Early years many races can only build what later might be viewed as chaff. Chaff is mainly used for Jihad missiles and up which will happen a bit later in the game. As mentioned you still need to define chaff based on hull and weapons.


Interesting set up if you add it to the new games page. I would be interested. An IT along with CA and JOAT would need some kind of handicap.


IT is actually already very handicapped. they kinda depend on their gates. with a limit of 20 in a large uni with extra space in between they are gonna be more defensive then offensive.

CA & Joat i suppose, but i think it should be a "lighter" handicap that the normal restrictions.

I like the idea of a time frame for the Chaff rule.
after (X) year then anything under (x) cost with less than (x) offensive weapons is chaff?



[Updated on: Tue, 29 April 2014 09:15]




- Inquisitor80
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