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missing stars! Sun, 28 June 2015 19:51 Go to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
My withdrawal symptoms are getting bad. Anybody else feeling it?



Edit: my 1000th post, and apparently I am a Commander now (again?).


[Updated on: Sun, 28 June 2015 19:53]

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Re: missing stars! Mon, 29 June 2015 16:09 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
I am feeling it too. Count me in the new game.

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Re: missing stars! Mon, 29 June 2015 16:12 Go to previous messageGo to next message
rolfverberg

 
Master Chief Petty Officer

Messages: 103
Registered: March 2006
Location: Ithaca, NY, USA
Me too, life got a bit busy towards the end of Sophisticated and still is, but I can deal with the start of a new one Smile

Ha, the only good part of working at the office for a while instead of from home, I can logon to HWF and crank up my paltry number of posts...

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Re: missing stars! Mon, 29 June 2015 16:47 Go to previous messageGo to next message
jscoble is currently offline jscoble

 
Warrant Officer

Messages: 116
Registered: January 2008
Location: Cape Town
Not another no-comms game I hope.

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Re: missing stars! Mon, 29 June 2015 17:35 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
I am looking forward to some diplomacy James. Maybe only show race names on game page, idk, but I definitely want comms.

[Updated on: Mon, 29 June 2015 20:39]

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Re: missing stars! Wed, 01 July 2015 12:41 Go to previous messageGo to next message
rolfverberg

 
Master Chief Petty Officer

Messages: 103
Registered: March 2006
Location: Ithaca, NY, USA
I haven't played a comm game for a while, so I think you can twist my arm Smile

Once upon a time, I played in a game with full comm, but a 3 player limit on any alliance (never at any time more than 3 other races as friend, all others enemy) and in several with a 2 player team winner limit. All to help the all against a few potential problem with comm games. Just tossing out some ideas.

Cheers, Rolf.

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Re: missing stars! Wed, 01 July 2015 13:47 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

I can do the universe generation Smile


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: missing stars! Wed, 01 July 2015 20:03 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
I played in a game with full comm, but a 3 player limit on any alliance


Rules like this prevent the game from turning into 2 huge alliances against each other, which aren't as much fun in my opinion.

So I would like a rule along these lines, capping the alliance count, or allowing alliances, but only one winner, or ???

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Re: missing stars! Wed, 01 July 2015 20:40 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
How about something like this?

If 5 players or less:
Single player victory. At any given time no player may have more than 1 other player set to friend, and all other players must be set to enemy. Also, (A)Setting another player to friend requires an email notification to the host (no action required by host, this is only for record keeping for point B), and (B) setting another player to friend initiates a 10 year cool-down period before another player may be set to friend. Point B does not impose any restriction on changing player relation from friend to enemy, only the adding of friend status to a new partner.

If 6 players or more:
Single player victory, or team victory comprising no more than two players. At any given time no player may have more than 1 other player set to friend, and no more than 1 player set to neutral. Also, (A)Setting another player to friend requires an email notification to the host (no action required by host, this is only for record keeping for point B), and (B) setting another player to friend initiates a 10 year cool-down period before another player may be set to friend. Point B does not impose any restriction on changing player relation from friend to enemy (or neutral, so long as no more than 1 player is set to neutral at any time).

An example:
Player 1 comes to agreement with player 2 in the year 2422, and gives the order to change player relation from enemy to friend that year. That backstabbing player 1 is free to switch player 2 back to enemy at any time, Evil or Very Mad but has to wait until playing the 2432 turn to set hidden ally player 3 to friend and allowing those sweet sweet gates to disgorge much needed reinforcements (which is just fine since player three is planning to backstab player 1 at her earliest convenience anyhow Twisted Evil ).




[Updated on: Wed, 01 July 2015 20:44]

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Re: missing stars! Wed, 01 July 2015 20:59 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
How about something like this?


That looks good to me.

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Re: missing stars! Tue, 07 July 2015 18:47 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
Mmmmm... lookin' good!


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

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Re: missing stars! Fri, 10 July 2015 08:53 Go to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
I guess we are moving over here

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