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Home » Stars! 2.6/7 » The Bar » RWIAB Redux + ideas for RWIAB II <new and improved>
RWIAB Redux + ideas for RWIAB II <new and improved> Thu, 07 August 2003 18:09 Go to previous message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

RWIAB (Rabid Weasels in a Box) is a -f (factoryless) race only game that should wrap up in a little more than a week.

I plan on polling the players about what they thought were the strengths and weaknesses of the game as they viewed it, plus any suggestions they have for improving RWIAB II. I also plan on posting my post-game observations in the RWIAB game forum on this site when I'm done. [If I do a more thorough go, including the use of the territory maps I have, I'll have to get some site space somewhere for them.]

However, since I think the general community can make useful input as well I thought I'd put a lead-in thread here.

Ok, First some info on the RWIAB (one) game using the original game post. I'll add remarks in color [].

====
-f races only. Non-playing host will verify.
All PRTs eligible. AR qualifies as a -f race.
[-f defined for game terms as 5/25/5 factory settings, or AR PRT]

[Redux: Ended up with 1 AR, 1 SS, 1 HE, 1 JOAT, 2 WM, 3 IS, and an WM observer race. Not what I expected actually.]

Standard cheat disclaimer. Chaff allowed, split fleet allowed (be reasonable please folks). All other cheats/abuses are not allowed. [see Stars! FAQ for a sample list]

Prefer intermediate skill level players. Hopefully, those willing to experiment with non-CA -f races as well.
[Actual range from near beginner to high intermediate I think. However, the game was noteworthy for a lack of drop-outs. Two races that became extinct were spotty in submitting before their final demise, but generally kept fighting beyond the point where I have seen others quit. I was VERY happy with the behavior of the players in this regard.]

Generation Schedule: Tue-Sat 3AM GMT (M-F 10PM US EST)
[Daily weekday gen worked fairly well - though the larger empires were getting cramped for time towards the end.]

# of players: As many as want to cram in... i.e. 15 plus host observer race)
[Ended up with 9 plus the observer. Workable for a medium.]

Victory Conditions
Highest score at 2500, or all resistence collapsing before that point.
[Running down to the wire between the leading races.]

Alliances, tech trading, etc. allowed, but only *one* race will be declared the winner.

Galaxy:
Medium, normal, distant starting positions, ACC BBS start,
public scores *off*
[Not a galaxy that played to -f strengths. I LIKED the non-PPS since it placed an emphasis on using good intelligence gathering techniques and the value of penetrating scanners.]
====

What I'm thinking about for RWIAB II:

1. A smaller (or at least tighter galaxy). Small, packed maybe.
2. A set of artificial Victory Conditions not dependent on score.

Some odder ideas would be to add/subtract further requirements (like limiting hull types), but I think that would be piling on too much on top of the -f.

Any further suggestions or ideas for an all-f game?

- Kurt



Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

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