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FFA: Free For All Mon, 06 June 2016 07:18 Go to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Free For All (or Fun For All... depending on your preference...) Game Update. Final rules.

I am playing. I will be primary host handling day to day problems, delays, etc. vmanuel will be doing the setup, and acting as co-host in case there are problems to be resolved that need game files reviewed.

Universe and Game Parameters
Galaxy remapped to a bullseye comprising an outer ring and inner core. HWs distributed equidistant along outer ring. Number of planets per player as close to 35. Density within core and ring is closest to dense (~2.5 stars/10kly^2). Dimensions of structure determined by (1) 10x #players stars in core at 2.5 density, (2) gap width 100 ly less than core radius, (3) sum of number of stars that would populate gap if 2.5 density and actual number of stars in game provides radius of outer ring via the square root of number stars over density, all over pi and rounded to the nearest multiple of four (if remapped to large) or 5 (if remapped to huge).

Acc BBS is on. No PPS.
Random Events.

Race Restrictions and Penalties
IS: 25 points set to defenses.
IT: 150 points set to defenses.
HE: No -F. Settings 10/10/10 at least (away from -F settings).
Joat: No NAS, 25 points set to defenses.
CA: A number RW points set to defenses and MPGR such that the growth rate may be increased 4%.
All: Weapons expensive.

Starting Scrap
Players start with a cache of up to 42 scrappers (DNA Scanner, Beam Deflector, RadRam FFs for chance of up to level 6 in all techs). Host will use Jrc3 modded with Stars Editor and the zerohack module to set the tech level, resource cost, and mineral cost of ship hulls and components to zero. Because SAH does not use modded EXEs, all modded ships will need transfer tags before genning on SAH. The ships are queued in 2400, given orders to transfer in 2401 (necessitating change in player relations), given orders to transfer back in 2402, and game files are distributed/loaded on SAH at year 2403. If a race takes NRSE, their scrappers get DDL7s instead of RadRams. There are no special restrictions on how you choose to use your scrapper frigates.
Number of FF by PRT:
Joat, IT = 12
CA = 18
IS = 24
All others = 42

# Higher
Tech Fields
Available
6 | 49 74 87 93 97 98 99 99 99 99
5 | 49 74 86 93 96 98 99 99 99 99
4 | 47 72 85 92 96 98 99 99 99 99
3 | 44 69 82 90 94 97 98 99 99 99
2 | 38 61 75 84 91 94 96 98 99 99
1 | 25 44 58 68 76 82 87 90 92 94
------------------------------------------------------------
1 2 3 4 5 6 7 8 9 10
Tech Trading Events

Schedule
1400 GMT every day through 2430. After 2430 the game can switch to 3 days per week upon request of any player. After 2460 the game can switch to 2 days per week upon request of any player.

Everyone starts with two delay requests, and those surviving through 2460 get a third. Requests may be used to delay no longer than two regularly scheduled gens, and may be split at hosts discretion.

Communication and victory conditions:
No pregame alliances.
No communication.
Race names visible on game page, Player names not visible.

Single player victory. All other players must be set to enemy. Fleet setting to attack "nobody" or "everyone" only.

Victory is determined by a vote. 100% of the votes required to win. Each race in the game gets one vote.

Player Exploitable Bugs / "Features"
Repair after gating, chaff, ISB trumps IT gate scanning, split fleet dodge are allowed.
Mine damage dodge and mine damage allocation are allowed.
Do not cause target list overload: do not cause more than 100 of your fleets to be at any one location.
Do not cause battleboard overflow: do not send more than 75 of your tokens into a battle (merge happens after battle).
Do not put alpha or beta torps on ships with more than two engines.
No explicit ban on minimum damage, but the last two should be adequate to nerf it.

AR exception: Alternate Reality PRT may build up to 6 cheap colonizers (Colonize without Colonizer), anytime up to 2415.

Anything else on the Known Bugs (JRC3) - Player Exploitable Bugs / "Features" list is disallowed. See the list in the Must Know section of the forum.

Race deadline:

June 24. Start date as soon as the files are generated and posted.

Vmanuel will do a serious favor for all of you who can get him a race by June 20th: He will gen a single race testbed with your race. He will even add in the scrappers, because he is a freaking masochist. He has a new email account victorstarshost at gmail please send your race files there. If he gets them before the 20th, he will reply with a testbed. After that, you're SOL.

Looking like 8 players presently. I will send out updates as needed for the player list.

Rain Dancer


[Updated on: Mon, 13 June 2016 16:56] by Moderator


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Re: FFA: Free For All Tue, 07 June 2016 17:55 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
I will play, depending on when it starts.

Quote:
No communication.
Race names visible on game page, Player names not visible.

Single player victory. All other players must be set to enemy. Victory is determined by a vote. 51% or greater of the votes requited to win.

If there are enough players, and enough interest, a two-player victory can be discussed.


Single player victory with no communication is a very different game then 2 player victory (with communication I assume). I think I prefer the single player version this time.

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Re: FFA: Free For All Wed, 08 June 2016 01:23 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
Lt. Commander
Dueling Club Administrator

Messages: 985
Registered: November 2002
Location: Germany

Hi ,

would like to play.

For game setup something to discuss :

What is HE -F or better when is HE not -F , is Faktorysetting 5/24/5 good enouth Smile Normaly I would say ( 10/10/10 or better )
IT must have more leftover points or everyone have to play it in this setting. ( at least 200+ )

Why ? AR exception: Alternate Reality PRT may build up to 6 cheap colonizers (Colonize without Colonizer), anytime up to 2415
Is a rule setup by a AR player because the kolonizers are so heavy, should not be allowed to any player. If you alowed what has to heappen after year 2415 with the ships already build ?

Random Events - Could unbalance the whole game should be turned off. A race get early a WH to the center would be a to great advantage !


So only some thinks for a fast look.

ccmaster

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Re: FFA: Free For All Wed, 08 June 2016 04:10 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
I'd like to play.

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Re: FFA: Free For All Wed, 08 June 2016 11:09 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

ccmaster wrote on Wed, 08 June 2016 01:23

What is HE -F or better when is HE not -F , is Faktorysetting 5/24/5 good enouth Smile Normaly I would say ( 10/10/10 or better )


I would say 10/10/10 would be acceptable.

Quote:
IT must have more leftover points or everyone have to play it in this setting.( at least 200+ )


One person played it in the last game, and did very well. Would banning IT from this game be better than making the cost harder?

Quote:

Why ? AR exception: Alternate Reality PRT may build up to 6 cheap colonizers (Colonize without Colonizer), anytime up to 2415
Is a rule setup by a AR player because the kolonizers are so heavy, should not be allowed to any player. If you alowed what has to heappen after year 2415 with the ships already build ?


To be blunt I do not know. I do not know much about AR... and this was not mentioned when I played a lot years ago. I figured there was a good reason and just copied this part of the rules from the last game. Can anyone explain this?

Quote:

Random Events - Could unbalance the whole game should be turned off. A race get early a WH to the center would be a to great advantage !


I like the random factors in the game,I know at least one other player who likes that too. I know that there are some people that do not like it which is why I did make sure to mention it. I did not really plan for that one to be up for discussion. Confused

Rain Dancer

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Re: FFA: Free For All Wed, 08 June 2016 14:11 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
Lt. Commander
Dueling Club Administrator

Messages: 985
Registered: November 2002
Location: Germany

Hi,

IT with 250 Points to Defenses is mostly banned , or only for IT experts.

Then it should be Random events on , but everyone should know that I hate them Razz

AR us the cheap kolonizer because they have to expand fast and it is much easier without the Kolonizer Modul ( real heavy for them ).
They sayed that it brings the AR an advantage(what is real a big one ) by start and so maybe some more plays AR. And normaly the 6 ships he has left in year 2415 can
be used on but no new are allowed to build.



ccmaster



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Re: FFA: Free For All Wed, 08 June 2016 14:56 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Regarding the IT point handicap, that is a tough call. Did the IT in the previous game do so well because the handicap wasn't enough, or was it because the others didn't have fast enough races in general? Yes IT could just be banned, I would prefer that a proper handicap be given instead. But if we can't figure out what that should be, then banning it would work.

If the game ends up with no communication, AR will have problems. AR could have problems in these game settings no matter what (AR does better in more planets per player) which is likely why the previous game allowed the cheap colonizers. I don't have an issue with the AR getting a few of these.

So some thought should be given to the IT handicap and definitely give a good definition for what factoryless HE is.

Random events on will impact the game. Not just with possible wormholes, but with W forced expensive, if some players get a tech MT and others do not, it could change the game. I played in one game like this, and I had an enemy get a tech MT that I couldn't get to and it gave them the advantage for 20+ turns.

I like random events, but in these game settings I don't think it is a good idea.

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Re: FFA: Free For All Wed, 08 June 2016 15:45 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
ccmaster wrote on Wed, 08 June 2016 07:23

IT must have more leftover points or everyone have to play it in this setting. ( at least 200+ )


In the last game it was 100pts for an IT.
The result was 1 IT in the game (instead of everybody playing IT), I was the only one, and our alliance lost.

The 100pts made it quite difficult. IT is the most expensive PRT and the one gaining the least form the tech scrappers. ITs, as usual start powerful, but at the cost of longterm economy... and due to the size of the universe this will be a long game.

"IT with 250 Points to Defenses is mostly banned , or only for IT experts."

I'd consider myself as quite familiar with playing IT and I hadn't a clou how to play it with 250pts. With the 100pts leftover I considered the IT already 3rd choice and took it mainly due to laziness and because I like IT.

Banning always comes with the cost of variety and IMHO best avoided or only done in special cases like beginner games.

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Re: FFA: Free For All Wed, 08 June 2016 17:09 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
Lt. Commander
Dueling Club Administrator

Messages: 985
Registered: November 2002
Location: Germany

Altruist wrote on Wed, 08 June 2016 21:45
ccmaster wrote on Wed, 08 June 2016 07:23

IT must have more leftover points or everyone have to play it in this setting. ( at least 200+ )


In the last game it was 100pts for an IT.
The result was 1 IT in the game (instead of everybody playing IT), I was the only one, and our alliance lost.

The 100pts made it quite difficult. IT is the most expensive PRT and the one gaining the least form the tech scrappers. ITs, as usual start powerful, but at the cost of longterm economy... and due to the size of the universe this will be a long game.

"IT with 250 Points to Defenses is mostly banned , or only for IT experts."

I'd consider myself as quite familiar with playing IT and I hadn't a clou how to play it with 250pts. With the 100pts leftover I considered the IT already 3rd choice and took it mainly due to laziness and because I like IT.



100 Leftover points is by this setting mostly only take your normal race and set your Weapon cheap to weapon expensiv as you have to do for this game. Also by game setup IT has a real big advantage as they have only to send a small fleet to the center an could expand fast where all other races have to move there Pop to the center for 5+ Years. As in this game is no ally allowed the IT has a good chance to take over the center and with thi already won the game by start.


ccmaster

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Re: FFA: Free For All Thu, 09 June 2016 04:48 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
IT was definetely one of the reasons why you could expand in middle so fast and drive all others out.
So i agree that in this settings, IT gets additional advantage, especially in middle area.

On the other hand, I find IT more useful as an ally (in diplomatic game). Usually everybody will enjoy having IT in team, rather than fighting it.
Nn FFA it loses a bit this advantage.

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Re: FFA: Free For All Thu, 09 June 2016 07:44 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Some quick overviews:

1) Is there a way for me to edit the original post to modify the rules? In Goat the modified rules were reposted later in the thread, which caused some confusion.

2) At present we have 5 people that expressed interest. No one yet to do setup or co-host (and non-player for the second, to be judge if there is a problem). These two could possibly be the same person.

3) IT Cost. Years ago when I played a lot (geeze that makes me sound old...) I played IT a lot. The 100 point extra cost and the lower number of scrappers caused me to toss that one immediately. (But then I took CA which was a worse cost... so maybe not a valid argument...). Only one person took IT the last game, and did pretty well with it. The new game has No Comm which I think would make it harder for the IT. I think a cost of 250 is a little much. So what if we went with a cost of 150, and cut down the scrappers to 12?

4) Other race costs. For this scenario, are there any other race costs that might need to be adjusted? I posted settings for the HE and no one objected so I will go with that.

5) Weapons expensive. The main reason I heard against random events (including some emails to me) is that it could imbalance the game if someone gets 4 levels of weapons from the MT (which is not likely IMO). I just set Weapons expensive because that was done last game. Did people like that? What if I took out that restriction?

6) There have been no objections to the map, startup scrap, or victory conditions.

7) Any other questions or concerns?

RainDancer

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Re: FFA: Free For All Thu, 09 June 2016 11:55 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Raindancer wrote on Thu, 09 June 2016 07:44
Some quick overviews:
5) Weapons expensive. The main reason I heard against random events (including some emails to me) is that it could imbalance the game if someone gets 4 levels of weapons from the MT (which is not likely IMO). I just set Weapons expensive because that was done last game. Did people like that? What if I took out that restriction?


So I started to play with race designs and was thinking about this some more. In effect Weapons Expensive gives everyone more development points... you know that everyone is going to have it expensive. It gives a slight advantage to War Monger races as they start with higher weapons (I note that there were 3 WM races of 9 in the last game...). So if this were taken away it would cost almost all players more, as almost everyone would take that as cheap. Also, as a single winner game with no allies allowed, people would be more likely to spend point on other technologies cheap or normal, as there is no ally to rely on. So in effect would give everyone fewer RW points. So I am thinking about removing that restriction. Other thoughts?

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Re: FFA: Free For All Thu, 09 June 2016 11:59 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Raindancer wrote on Thu, 09 June 2016 07:44

2) At present we have 5 people that expressed interest. No one yet to do setup or co-host (and non-player for the second, to be judge if there is a problem). These two could possibly be the same person.


Victor (who set up the last game) has agreed to do the setup and be co-host.

Rain Dancer

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Re: FFA: Free For All Thu, 09 June 2016 14:38 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Raindancer wrote on Thu, 09 June 2016 11:55
Raindancer wrote on Thu, 09 June 2016 07:44
Some quick overviews:
5) Weapons expensive. The main reason I heard against random events (including some emails to me) is that it could imbalance the game if someone gets 4 levels of weapons from the MT (which is not likely IMO). I just set Weapons expensive because that was done last game. Did people like that? What if I took out that restriction?


So I started to play with race designs and was thinking about this some more. In effect Weapons Expensive gives everyone more development points... you know that everyone is going to have it expensive. It gives a slight advantage to War Monger races as they start with higher weapons (I note that there were 3 WM races of 9 in the last game...). So if this were taken away it would cost almost all players more, as almost everyone would take that as cheap. Also, as a single winner game with no allies allowed, people would be more likely to spend point on other technologies cheap or normal, as there is no ally to rely on. So in effect would give everyone fewer RW points. So I am thinking about removing that restriction. Other thoughts?


Okay, so one private message and one email that changing that would change the flavor of the game, and that I should leave it as is (especially for those already designing races, and a suggestion that I put in another thing that was in the last game: Construction not cheap.

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Re: FFA: Free For All Thu, 09 June 2016 18:00 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
Weapons expensive is the best rule i ever played with (already played about 4 games) and that's the reason why i wanted to play here.
Fighting on lower weapon techs is just much more fun, gives more tactic, gives more choices.

Otherwise is just no brainer push to W16, then to W22


[Updated on: Thu, 09 June 2016 18:01]

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Re: FFA: Free For All Thu, 09 June 2016 20:14 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Mac1 wrote on Thu, 09 June 2016 18:00
Weapons expensive is the best rule i ever played with (already played about 4 games) and that's the reason why i wanted to play here.
Fighting on lower weapon techs is just much more fun, gives more tactic, gives more choices.

Otherwise is just no brainer push to W16, then to W22


Opinions on Const not Cheap? Expensive?

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Re: FFA: Free For All Fri, 10 June 2016 04:26 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
I don't mind const not cheap, but maybe in other game.
With weapons expensive i would personally not touch anything else.

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Re: FFA: Free For All Fri, 10 June 2016 07:29 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
Lieutenant
Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
Put me down as playing.

I think that having Weapons expensive is good and I don't really care which way const goes.

Little Eddie

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Re: FFA: Free For All Fri, 10 June 2016 15:20 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Anyone know why IS was given an extra penalty last game?

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Re: FFA: Free For All Fri, 10 June 2016 16:03 Go to previous messageGo to next message
ludek

 
Crewman 1st Class

Messages: 23
Registered: December 2009
I'm interested in playing.

I'm for weapons expensive and against construction not cheap.
I like idea of random events.

Possibility 2 player win requies some form of communication so no if it's strictly no comm game.

Question :
During setup phrase I understand host will control races, how does production quene will look like?
empty? How research will be set?


[Updated on: Fri, 10 June 2016 16:05]

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Re: FFA: Free For All Fri, 10 June 2016 16:33 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

ludek wrote on Fri, 10 June 2016 16:03

Question :
During setup phrase I understand host will control races, how does production quene will look like?
empty? How research will be set?


Last game we actually started on turn 3 with the scrapper ships transferred to us.

All that was in the queue was mineral alchemy.

There was pop growth to that point.

I do not know how that was actually done...

Raindancer

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Re: FFA: Free For All Fri, 10 June 2016 18:12 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
I like the Weapons expensive too.

As far as Construction not cheap, that is fine as well. Construction expensive I think gives another advantage to the IT race. I would say choose not cheap or no restriction. I would also make a final decision on single player win or not. That is a big difference. My preference is single player for this game. Also make a final decision on random events.

Quote:
Anyone know why IS was given an extra penalty last game?


I think the idea was they would have an advantage getting pop to the middle because of pop growth in freighters.

Quote:
Victor (who set up the last game) has agreed to do the setup and be co-host.


Thank again for hosting Victor. Without these host volunteers, we wouldn't have games.

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Re: FFA: Free For All Fri, 10 June 2016 22:27 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Free For All (or Fun For All... depending on your preference...) Game Update.

I am playing. I will be primary host handling day to day problems, delays, etc. vmanuel will be doing the setup, and acting as co-host in case there are problems to be resolved that need game files reviewed.

Universe and Game Parameters
Galaxy remapped to a bullseye comprising an outer ring and inner core. HWs distributed equidistant along outer ring. Number of planets per player as close to 35. Density within core and ring is closest to dense (~2.5 stars/10kly^2). Dimensions of structure determined by (1) 10x #players stars in core at 2.5 density, (2) gap width 100 ly less than core radius, (3) sum of number of stars that would populate gap if 2.5 density and actual number of stars in game provides radius of outer ring via the square root of number stars over density, all over pi and rounded to the nearest multiple of four (if remapped to large) or 5 (if remapped to huge).

Acc BBS is on. No PPS.
Random Events.

Race Restrictions and Penalties
IS: 50 points set to defenses.
IT: 150 points set to defenses.
HE: No -F.
Joat: No NAS.
CA: A number RW points set to defenses and MPGR such that the growth rate may be increased 4%.
All: Weapons expensive.

Starting Scrap
Players start with a cache of up to 42 scrappers (DNA Scanner, Beam Deflector, RadRam FFs for chance of up to level 6 in all techs). Host will use Jrc3 modded with Stars Editor and the zerohack module to set the tech level, resource cost, and mineral cost of ship hulls and components to zero. Because SAH does not use modded EXEs, all modded ships will need transfer tags before genning on SAH. The ships are queued in 2400, given orders to transfer in 2401 (necessitating change in player relations), given orders to transfer back in 2402, and game files are distributed/loaded on SAH at year 2403. If a race takes NRSE, their scrappers get DDL7s instead of RadRams. There are no special restrictions on how you choose to use your scrapper frigates.
Number of FF by PRT:
Joat, IT = 12
CA = 18
IS = 24
All others = 42

# Higher
Tech Fields
Available
6 | 49 74 87 93 97 98 99 99 99 99
5 | 49 74 86 93 96 98 99 99 99 99
4 | 47 72 85 92 96 98 99 99 99 99
3 | 44 69 82 90 94 97 98 99 99 99
2 | 38 61 75 84 91 94 96 98 99 99
1 | 25 44 58 68 76 82 87 90 92 94
------------------------------------------------------------
1 2 3 4 5 6 7 8 9 10
Tech Trading Events

Schedule
1400 GMT every day through 2430. After 2430 the game can switch to 3 days per week upon request of any player. After 2460 the game can switch to 2 days per week upon request of any player.

Everyone starts with two delay requests, and those surviving through 2470 get a third. Requests may be used to delay no longer than two regularly scheduled gens, and may be split at hosts discretion.

Communication and victory conditions
No pregame alliances.
No communication.
Race names visible on game page, Player names not visible.

Single player victory. All other players must be set to enemy. Victory is determined by a vote. 51% or greater of the votes requited to win.

Player Exploitable Bugs / "Features"
Repair after gating, chaff, ISB trumps IT gate scanning, split fleet dodge are allowed.
Mine damage dodge and mine damage allocation are allowed.
Do not cause target list overload: do not cause more than 100 of your fleets to be at any one location.
Do not cause battleboard overflow: do not send more than 75 of your tokens into a battle (merge happens after battle).
Do not put alpha or beta torps on ships with more than two engines.
No explicit ban on minimum damage, but the last two should be adequate to nerf it.

AR exception: Alternate Reality PRT may build up to 6 cheap colonizers (Colonize without Colonizer), anytime up to 2415.

Anything else on the Known Bugs (JRC3) - Player Exploitable Bugs / "Features" list is disallowed. See the list in the Must Know section of the forum.

Race deadline:

Two weeks from today would be June 24. Flexible on the start date. I know it is summer and people often are gone for a week or more.

I expect that vmanuel will be creating a new email address for the game. I will post that even available for sending files.

I believe there are 6 players presently. I will send out a list this weekend.

Rain Dancer

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Re: FFA: Free For All Sat, 11 June 2016 14:09 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
Lieutenant
Helped track down one or more Stars bugs

Messages: 517
Registered: February 2011
Location: Delaware
I would like to address Victory Conditions

Quote:
Victory is determined by a vote. 51% or greater of the votes requited to win.


I think it needs another qualifier like

determined by a vote after one players Score on the 'Player Scores' box is twice the number of any other player, 51% or greater of remaining players votes requiter to win.

The reason is that a fast race can take a lead and call for a vote before, or while, a slower starting race is just reaching his potential on the other side of the map.

I personally like

"Victory is determined when one player is left, The host my send out messages to each player(not one message to all
players) asking if they concede the game after 1/2 of the starting players are 'deceased' or no longer putting in turns".

Little Eddie


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Re: FFA: Free For All Sat, 11 June 2016 14:59 Go to previous messageGo to previous message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
(removed question that is answered in previous post)

Quote:
determined by a vote after one players Score on the 'Player Scores' box is twice the number of any other player, ...

"Victory is determined when one player is left, The host my send out messages to each player(not one message to all
players) asking if they concede the game after 1/2 of the starting players are 'deceased' or no longer putting in turns".


While I agree with you that the victory condition might need another qualifier, a game can be decided long before the conditions you proposed might be met.


[Updated on: Sat, 11 June 2016 15:01]

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