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Home » Stars! 2.6/7 » The Bar » Game Idea: Jump start before the Long March (new game idea)
Game Idea: Jump start before the Long March Sun, 07 October 2012 03:57 Go to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Host not playing
8-16 players
Med Packed to Large Normal depending on number of players
No AccBBs
Fast Schedule
Slow Tech Advance
Ultimate Recycling
Bleeding Edge Technology
Weapons Expensive
Construction Not Cheap
Only One Tech Cheap
Mine cost 15

Each player starts with a number of Scrap ships: Beam Deflector, Carbonic Armor, AD8, FFs. This potentially allows players to reach 6/6/7/6/6/4 without research, in less than 20 years. The scrapping will also provide some minerals to offset the mine cost, and pay ~50 additional resources per turn.

Players also begin with 10 Bat/Fuel/QJ5 scouts, 10 Standard Colonization Module, AD8, Colony Ships (allowing HE and AR some measure to hide PRT). They will further receive 10 DDs and 10 Mini-Miners. The DDs will have Phaser Bazookas, Wolverine Shields, Organic Armor, Cargo Pod, AD8, and an Electrical component. The Mini-Miners will sport AD8s or RadRam, Fuel Tank, and 1x Robo Super Miners. This gives the fleet the same capacity as 270 standard efficiency mines.

All regular starting ships will be available, but have some components updated to level 6 of pertinent tech. So beams=Yaki,, Armor=Carbonic, Scanner=Possum, Engines=RadRam or AD8.

IFE, TT, ARM, ISB, NRSE, and RS each cost a unit of 5 scrappers in addition to the RW points.

Standard Distribution of Scrap and Handicaps:
HE-40 (w/ MPGR >10%) or 80 (w/ MPGR <=10%)
SS-35 (w/o GR) or 70 (w/ GR)
WM-70
CA-30 & -3% to MPGR, 133 RWP
IS-40 & -1% to MPGR, 66 RWP
SD-80
PP-75
IT-30 & -1% to MPGR, 66 RWP
AR-80
Joat-25 & -2% to MPGR, 100 RWP, no NAS

If there is a CA, all players except CA get a starting Orbital Adjuster.





[Updated on: Sun, 07 October 2012 03:58]

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