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Home » Stars! 2.6/7 » New Game Announcements » Busy Players: SECRETS
icon4.gif  Busy Players: SECRETS Wed, 18 April 2007 13:01 Go to previous message
Taka Tuka

 
Master Chief Petty Officer

Messages: 102
Registered: March 2004
Location: Germany
NEW busy player game:

- Busy Players: SECRETS -

My experience out of a former ‘busy player’-game was great. No valuable time needed for diplomacy or communication or bargain and no group-gaming ... And, there was enough time for doing the turns, even for busy players with 'time consuming RL' Rolling Eyes.

But, some players chose wrong race/prt or had wrong neighbour-race in short distance. So, at least they had no chance to win the game at the very beginning (even, if they didn't know that at this stage of the game Twisted Evil ). I want to avoid this disadvantage at the beginning (the change of the balance of a game further on) and I want to play SS race, which has disadvantages comparing to many other races. Because of this reason, SS is not chosen very often by players.

In this game - Busy Players: SECRETS - ALL players get the EQUAL SS-RACE and know, that all the other players have the same race-design as well Twisted Evil. So, the victory depends more from skills of the players, to handle this race and these special circumstances and, of course, a little bit from luck by good location, good planets around and less skilled neighbors - like in every stars!-game Very Happy.

Because of equal race conditions, there is no starting advantage by better race design possible. IMHO this kind of game depends more from tactical skills during the game. There will be no one, who has at least no chances at the very beginning of the game.

So, skilled players (intermediate and above), who like to play this special game, are wanted!

Game conditions:

• # of players: 6
• Skill level: Intermediate and above
• Ranked: No
• Universe size: Small, Dense, Distant Starting Positions
• Version: 2.6rc4
• Autohost: Yes
• Turn generation:
up to turn 10 = 24 hours between turn-generation Mo-Fr (because, NO ACC BBS).
up to turn 25 = 48 hours between turn-generation (including weekends).
after turn 25 = 60 hours between turn-generation.
If the majority of the players want, a further reduction to two turns weekly is possible by poll.
Always: turn-generation faster if all turn-files are in.
• If you need a hold, just ask the host - please do so at least two days before the turn-generation!
• Host is playing: No – Does anyone volunteer to take over the HOST?
• Starting conditions: NO ACC BBS (More slowly development at the beginning, but bigger influence and more options for the players during the first years), NO special events (wormholes, MT, …)
• Victory conditions: Last Man standing or consensus

Special Rules:

• NO cheats (except chaff and split-fleet dodge)
• all players have to be set to "enemy"
• NO alliances, NO tech trading, NO NAPs, NO coordinated attacks
• NO communication at all - INgame or OUTgame


The SECRET race design:

SS
IFE, NRSE, OBRM, RS (no ISB - very fast expansion is more difficult Cool )
18% PGR, habit 1/4 (0,15g - 7,52g, -104°C - 200°C, 70mR – 100mR)
1.000/1.000, fab. 11/9/14, g NOT checked, mines 10/3/12
all tech but bio = normal, bio expensive, start tech3 NOT checked

The game intends to start around two weeks after host and players are founded. I or the hopefully founded host will send the r-file of this race to you. Open this file, change name and symbol of the race and create a password. Save the race-file with a new name. If HOST is known, you can send your race-file and password to the HOST.

Any comments?

Anybody, who could take over the HOST, please?


Taka Tuka



[Updated on: Wed, 18 April 2007 14:08]

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