Klauser wrote:Several questions and comments …
- Do you still envision using the SFB shiplist for Arena?
- Do you still envision using the “evolution” concept along with Arena?
- How would the “invasion points” be graded and earned?
Yes to SFB List
Yes to SFB Evolution
If using Rconfig, invasion points are counted for each turn an enemy
homeworld is held. One point is lost for each turn your homeworld is
So, if both races capture each other's homeworld, they're still even.
So, in a 1v1 (phase 1) scenario, you have to capture and hold both
homeworlds for 10-20 turns (rconfig) to win your cluster.
Depending on your answers, the following thoughts may or may not apply…
I’m a big fan of simple victory conditions.
I would think that a standard victory condition based on something like the planet counts you mentioned would suffice at all stages. For example, at stage one, you need a 2:1 advantage (167:83) in planets to win the cluster. For stage two you need a the same advantage – 2:1 (or 333:167) to win, and at stage 3 the same 2:1 is 667:333.
I see your point about some races being able to stagnate the contest – i.e. Player 7 (WebMines). However if you intend to incorporate “evolution” using the SFB list, that may be offset some by the limited ship availability. Again, using the Tholian as an example, during the first stage (fighting in a single cluster against a single opponent), you have a grand total of two minelayers – the ARACHNID (phase 1) and WASP-T (phase 2). If the Tholian focuses on minelaying as opposed to taking planets, that would tend to give an opponent focused on expansion an advantage. This of course depends on how mineral rich you make your HCONFIG. Your mileage my vary
The second stage may pose greater challenges for an invader – but the bigger ships available in later phases provide greater options and opportunities. Again, using the Tholian as an example – yeah he can mine the crap out of his home cluster in stage two, but his attacker coming into a his cluster via wormhole has access to larger ships with greater numbers of beams.
My 2-credits worth …
The problem I see with planet count based victory early on is that it
can be quickly skewed by a fast colonizer race like the borg. Borg
jumps out, grabs colonies ASAP and if opponent doesn't build the
ships to kill those worlds fast enough, he's beaten. If he does go
and build the warships to kill the borg planets (difficult with weak ships)
he doesn't have an economy to fight the developed borg that got
there w/o having to really employ much effort into colonization.
(Thus part of the reason for a reduced assimilation rate for Borg/Selts?)
Of course we could ditch assimilation altogether due to the Selts having
a substantially different list than the borg.
A reason for the different victory conditions was to change it up
between the phases. Each one should encourage combat but each
with a different focus.
Phase One simple nonmoving target (homes).
Phase two moving target (ships).
Phase three territory control (a changing target).
Hconfig, I would make the universe poor or at most normal with
As the phases progress, the minerals will deplete and if folks haven't
developed their infrastructure, they won't last.
Endless supplies of minerals is both unrealistic and problematic.