Unbalanced game

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ldam
Posts: 21

Unbalanced game

Post#1 » Fri Aug 08, 2008 8:18 am

I would suggest to make a game with four alliances based on concentration of their abilities - or as opposed to usual allianced which are balancing abilities; a very unbalanced game:

Team 1: Birds, lizards, fascists (cloaking)
Team 2: fed,cyborg,ee (strong, offensive)
Team 3: robots, colonies, rebels (defensive)
Team 4: crystals, privateers (stealing)

Other than the specified alliances, just on a plain vanilla game. Probably there are some issues about balance, but i would like to try it out to see if there is a natural selection in planets, or rather if the strong uneveness balances itself out in the end.

kr. ld

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Cardno
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Post#2 » Fri Aug 08, 2008 12:41 pm

interesting concept.

And without wishing to 'quibble', I am mildly interested how you arrived at the idea that the Rebels ae a defensive race and the Feds are an offensive race.

ldam
Posts: 21

Post#3 » Fri Aug 08, 2008 1:48 pm

Cardno wrote:interesting concept.

And without wishing to 'quibble', I am mildly interested how you arrived at the idea that the Rebels ae a defensive race and the Feds are an offensive race.
well, it's been a few years since i played last and have forgot a lot of the capabilities of the different races, and in my mind i simply could not place ee on the same team as rebels :) so since team 2 has the strongest ships i put them together; i know this can be debated, that's ok...

The idea is to make teams that are very powerful in their special areas - i imagine that Tim originally made the abilities different for he purpose of making interesting strategies - my suggestion here is to take this philosophy to the next level in a team game.

kr. ld

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Cardno
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Post#4 » Fri Aug 08, 2008 1:51 pm

ok thanks - was just interested in your thoughts on that....

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Cherek
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Post#5 » Fri Aug 08, 2008 2:08 pm

Maybe the best thing to do is drop team 4 all together.
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Cherek

ldam
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Post#6 » Fri Aug 08, 2008 2:15 pm

Commodore Cherek, IRJTN wrote:Maybe the best thing to do is drop team 4 all together.
I dont see any reason why - the idea of this concept is develop new strategies - maybe the team would fail but they would certainly have a some nice tricks.

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Cherek
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Post#7 » Fri Aug 08, 2008 2:53 pm

Privateer
Loki's, Glory devices and big minefields neutralizes the Privateers. Make the Privateer immune to Loki’s would make it a even against teams 1 and 2. Emeralds and Diamonds could help against the X4 minefields, but when they got close, they’d be attacked.

Tholians
Ships with very big fuel tanks teamed up with ships with lots of beam weapons neutralizes WEBs. Ships are more equal to team 1 races. For teams 2 and 3, the Tholians can’t really afford to trade 3 or 4 or more ships to take out one of team 2 and 3 big carriers.

Two races against 3 races. Face it, if you was one team 1, 2 or 3 and you discovered that the Privateer and Tholians were to the right of you and another team was on your left, who would you attack first?

Maybe, if you gave team 4 an economic edge and a bigger starting power base, I would still question if team 4 could survive against any of the other teams much less if two attack them.

On the other hand, teams 1, 2 and 3 do sound interesting.
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Cherek

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hennef
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Post#8 » Fri Aug 08, 2008 4:22 pm

Always so negative Commodore - tststs :D

I like the setup and I would even take part in it. but only later this year.

Calling th fed, ee and borg offensive is a little .... well, i would not give them exactly that description. Unless it is very late in the game... at that point I would call them unstoppable 8-) But I also think you could group them together, as they are all a little special in their tactics... and slow. So I would name the team "the specialists" ;)

And I would call team 3 the "borings" :P

Lets wait for some more feedback....
have fun!

hennef

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Cherek
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Post#9 » Fri Aug 08, 2008 4:56 pm

hennef wrote:Always so negative Commodore - tststs :D

I like the setup and I would even take part in it. but only later this year.

Calling th fed, ee and borg offensive is a little .... well, i would not give them exactly that description. Unless it is very late in the game... at that point I would call them unstoppable 8-) But I also think you could group them together, as they are all a little special in their tactics... and slow. So I would name the team "the specialists" ;)

And I would call team 3 the "borings" :P

Lets wait for some more feedback....
I know how many Diamonds and Thunders it takes to kill a Bio, I'd hate to see what it would take to kill a Fed Bio. :(
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Hawkeye
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Post#10 » Fri Aug 08, 2008 5:17 pm

This reminds me of a game suggestion I had a while back :D

viewtopic.php?t=2603

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Cherek
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Post#11 » Fri Aug 08, 2008 5:27 pm

Yep, it does.
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Cherek

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Six_Of_One
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Post#12 » Fri Aug 08, 2008 9:32 pm

hennef wrote:Always so negative Commodore - tststs :D
Dont worry Cherek, the young cant handle the truth :roll:

Team 4 are just cannon fodder,
"Just because you can do a thing,
Doesn't mean you should."

Paarthurnax the Dragon
Elder Scrolls-Skyrim

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Cherek
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Post#13 » Fri Aug 08, 2008 9:39 pm

Six_Of_One wrote:
hennef wrote:Always so negative Commodore - tststs :D
Dont worry Cherek, the young cant handle the truth :roll:

Team 4 are just cannon fodder,
Make the Privateer immune to Loki's and add Resolutes to the Tholians ship list. That would be make it more interesting. :twisted:
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B A N E
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Re: Unbalanced game

Post#14 » Sat Aug 09, 2008 7:23 am

ldam wrote: Team 1: Birds, lizards, fascists (cloaking)
Team 2: fed,cyborg,ee (strong, offensive)
Team 3: robots, colonies, rebels (defensive)
Team 4: crystals, privateers (stealing)
First problem: Econ.
T4 would have to be given an extra homeworld
OR +50% tax & mining for both T4 players.
I'd argue an extra homeworld to be more valuable than +50%.

Second problem: Start spots.
No Wrap as wrapping makes T4 fodder:
....T1....
T4.....T2
....T3....

or:

....T1....
T4.....T3
....T2....

or:
IMO Best:
....T1....
T3.....T2
....T4....
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Cherek
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Re: Unbalanced game

Post#15 » Sat Aug 09, 2008 9:56 am

B A N E wrote:
ldam wrote: Team 1: Birds, lizards, fascists (cloaking)
Team 2: fed,cyborg,ee (strong, offensive)
Team 3: robots, colonies, rebels (defensive)
Team 4: crystals, privateers (stealing)
First problem: Econ.
T4 would have to be given an extra homeworld
OR +50% tax & mining for both T4 players.
I'd argue an extra homeworld to be more valuable than +50%.

Second problem: Start spots.
No Wrap as wrapping makes T4 fodder:
....T1....
T4.....T2
....T3....

or:

....T1....
T4.....T3
....T2....

or:
IMO Best:
....T1....
T3.....T2
....T4....
I feel the first layout would give T4 a better chance if survival. Early in the game, they'll still have to contend with Resolutes, LCC's, Loki's Instrumentilies and big minefields.

I agree that the extra homeworld would be a better option than the +50 mining and taxes.

Some good notes about T4, each race will be able to colonize more planets, and as a whole, their ships are cheaper to build.
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Cherek

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