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Line Of Supply / Fog of War Tue, 06 May 2008 13:58 Go to previous message
perrindom is currently offline perrindom

 

Messages: 129
Registered: August 2005
Location: Denmark
FINAL UPDATE: FINAL RULES FOR THE GAME (the original suggestion you can see below):

The intention is to create a game that gives the commander the same problems as that of the Pacific or North Africa theatre in WW2 where the line of supply is long and supply points (bases) are few, i.e. you have to scout and 'read' the map well and to be a good tactictian several turns in advance of battle in order to do well.

* PRT banned: JoaT, PP, IT
* LRT forbidden: IFE, ISB, NAS (exception: AR races may take ISB but they still may not build Docks)
* LRT mandatory: NRSE
* CA must leave 70 race points AND take either Ultimate recycling or Mineral Alchemy
* HAB: two bands must be exactly centered (or immune), the third must include the center value (or immune)
* for races with immunities, their HW's hab setting will be made centered
* forbidden during the game: gates, fuel pods, fuel ships, settler's delight engine, penetrating scanners (except planetary ones)
* any ship you start the game with that are not allowed by these rules must scrapped immediately
* capital missiles are allowed
* no restrictions on tech (take as many cheap as you like)
* Only one other player may be set to friend, and/or traded (tech, ships, mins, intelligence etc) with at any one time, all others must be set to enemy. Otherwise talk all you want.
* Victory: last team/player standing or consensus

Game setup:
8 players: medium (NOT stretched), distant, sparse (27 planets/player, 81^2 ly/planet, about 480 ly between HWs)
Parameters: checked: Acc. BBS, no random events (i.e. no wormholes, no MT). The rest is not checked.
Cheats: split fleet and chaff allowed.

Other:
* players considered very experienced/skilled must leave 70 race point set to whatever they like (in addition to CA penalty)
* if a player misses two unexplained turns and is still out of contact, I will pause the game for a turn or so to look for a replacement. I have seen how fast the fun and thrill is sucked out of a game when a major player goes AWOL.
*Gen schedule: Sunday to Friday fixed at 5 a.m. GMT, (i.e. Friday and Saturday evenings are free). Later on (around 2435) we go to 3 turns/week

No longer relevant rules:
Size: 6 players: small stretched to 1000x1000, distant, dense (26 planets/player, 79^2 ly/planet, about 450 ly between HWs)



ORIGNAL POST:

The intention is to create a game that gives the commander the same problems as that of the Pacific or North Africa theatre in WW2 where the line of supply is very long and supply points are few. Hopefully creating an environment where fuel and damage repair become more important for continued campaigning, and refuelling points (bases) are the means for controlling a wider area. Since reinforcements will be a long way away, little lost skirmishes on the frontier may become snowballs unravelling an entire front.

I would like to play this game myself (until someone convinces me it will be boring), so a neutral is needed to set up the game.

To screate the Line of Supply problem:
IFE: banned, NRSE: mandatory, HE cannot use Settlers' Delight (their starters must be used or scrapped by 2405)
Fuelships and fuel pods of any kind banned
Stargates banned, Spacedocks banned (but if you want ISB for lower cost and the Ultra, go ahead)
Weapons, propulsion, construction and electronics tech may not be cheap.
Capital missiles banned (it will be difficult to bring chaff over large distances). Alternative: Cap missiles cannot be aided by any battle computer.

To create the Fog of War problem:
Penetrating scanners of any kind as well as planetary scanners are banned. You may only have the one you start the game with on your HW and your secondary. Violaters will be quarantined from the planet for 10 years, or the nearest major green planet if the rule is abused and made on a red or very low value planet.
NAS banned
Joat banned
As mentioned above, Electronics tech may not be cheap
No ship may have more than one scanner on them
AR races and their built in scanners?: I say allow them, as their intrinsic planetary scanners are difficult to use for offensive operations, and since this is all about base control, they will likely have a hard time already.

To create the fight over the same vital supply points (bases):
All races must at random choose two hab ranges to be exactly centered (or immune), the third may be set as one chooses. Host should check that no two neighbours have a 100% overlap so they can't intersettle.

Diplomacy:
Only one other player may be set to friend, and/or traded (tech, ships, mins etc) with at any one time, all others must be set to enemy. Ten years must pass before you can change your friend. If more than 8 players still active, a team may negotiate a NAP with one other player/team, and a player without a friend may do so with two other players/teams (only 1 NAP if 8 or less players still active). Talk all you want. Winning: last player/team standing or consensus.

Game setup:
Size: small, farther, packed (if less than 8 players then dense)
Parameters: checked: Acc. BBS, no random events. The rest is not checked.
Number of players: 8 is preferred, 10 max, if 9-10 join, all must choose either UR or MA as a lesser trait. If enough interest I will setup a second game, but without gates I think we should stick to a small universe.
Skill level: intermediate and above (but lets see who shows interest)
Cheats: split fleet and chaff (but not useful) allowed.


{mod edit: "final update"}


[Updated on: Mon, 26 May 2008 16:03] by Moderator


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