Team game: 3 teams of 3 races.

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anubis
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Team game: 3 teams of 3 races.

Post#1 » Thu Oct 09, 2008 1:35 pm

Rules are:

No alliances between teams, 3 way war from turn 1.
Winner is last team standing or by agreement.

Optional rules:

No privs and/or No Borg. I prefer to leave them in, what the heck, but am open to removing them.

Addons:

Giveplanet
Teleport
Jupiter? (might add an interesting twist to the game).

Teams start near each other with a reasonably long distance. Perhaps a three armed map with a central cluster.

Races are picked by the teams in the following order: 1 2 3 3 2 2 1 1 3

Team numbers are determined randomly.

Anyone interested? Have some other ideas to make the game work?

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Gilgamesh
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Post#2 » Thu Oct 09, 2008 1:53 pm

Sounds like a good game but I'm finding more all the time that I prefer no-ally games. Maintaining the alliance is harder work than playing the turn.

I guess the other thing for me would be that I'd want to know I was the Klingon in the team...
QI'DaS tuQ SoSlI'

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anubis
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Post#3 » Thu Oct 09, 2008 3:47 pm

Gilgamesh wrote:Sounds like a good game but I'm finding more all the time that I prefer no-ally games. Maintaining the alliance is harder work than playing the turn.

I guess the other thing for me would be that I'd want to know I was the Klingon in the team...
What if we did it like this:

3 teams, each with a fighter race, a cloaking race, and a non-cloak race:


Team 1:

Robots, Birds, Feds

Team 2:

Rebels, Lizards, Crystals

Team 3:

Colonies, Fascists, Empire

Once the teams are set, people can sign up for any race they want.

All other rules stay the same.

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Hawkeye
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Post#4 » Thu Oct 09, 2008 5:23 pm

Sounds good to me - I'd like the Birdmen please :D

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B A N E
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Post#5 » Thu Oct 09, 2008 5:27 pm

Giveplan? Ick.
Teleport? Not real fond of it.
Jupiter? Never played.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Havok
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Post#6 » Thu Oct 09, 2008 6:14 pm

IMOP

Giveplan - Out
Teleport - No Prob.
Jupitor - No Prob.
Regards,
][avok

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anubis
Posts: 374

Post#7 » Thu Oct 09, 2008 6:37 pm

Havok wrote:IMOP

Giveplan - Out
Teleport - No Prob.
Jupitor - No Prob.
I guess you might be right. I was thinking giveplan to allow the 3 members of the team to maximize their collective empire, but I guess it might be too much, especially given setup.

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anubis
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Post#8 » Thu Oct 09, 2008 6:42 pm

Hawkeye wrote:Sounds good to me - I'd like the Birdmen please :D
If the game ever gets off the ground, I will see it as:

Fed: Open
Lizard: Open
Birds: Hawkeye
Fascists: Gilgamesh
Crystals: Anubis
Empire: Open
Robots: Open
Rebels: Open
Colonise: Open

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Gilgamesh
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Post#9 » Thu Oct 09, 2008 9:51 pm

I appreciate you holding down my favourite race for me but I don't think I'll be in this one. I will probably pick up the Feds in a No Frills on the next round of games (but that could change depending on what ][avok comes up with.)

Sometime or other I'll have to try a team game like that though. I've never played one.
QI'DaS tuQ SoSlI'

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B A N E
Posts: 3777

Post#10 » Thu Oct 09, 2008 10:10 pm

anubis wrote: What if we did it like this:

3 teams, each with a fighter race, a cloaking race, and a non-cloak race:

Team 1: Robots, Birds, Feds

Team 2: Rebels, Lizards, Crystals

Team 3: Colonies, Fascists, Empire
IMO, you should shuffle those a bit.

Team 2 is brutal.
Team 1 isn't bad.
Team 3 is weak.


What do you think of:

T1: Fed, Bird, CofM

T2: Fascist, Crystal, Rebel

T3: Liz, Empire, Robots
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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anubis
Posts: 374

Post#11 » Fri Oct 10, 2008 9:04 am

B A N E wrote:
anubis wrote: What if we did it like this:

3 teams, each with a fighter race, a cloaking race, and a non-cloak race:

Team 1: Robots, Birds, Feds

Team 2: Rebels, Lizards, Crystals

Team 3: Colonies, Fascists, Empire
IMO, you should shuffle those a bit.

Team 2 is brutal.
Team 1 isn't bad.
Team 3 is weak.


What do you think of:

T1: Fed, Bird, CofM

T2: Fascist, Crystal, Rebel

T3: Liz, Empire, Robots
You might be right, but here is my thoughts on my layout, quote here for references.

Team 1: Robots, Birds, Feds

Team 2: Rebels, Lizards, Crystals

Team 3: Colonies, Fascists, Empire


My thoughts were that team 1 had the Feds (with the Scotty bonus) along with the Golum (which is the best of the 3 fighter building races). This was arguably the weakest of the "big ship" combos, so I set them up with the Birds (and their great cloaking) to compensate.

T2 had the Lizards, which gives then the best.

T3 is weak, but they have the only 100% cloaking defense in the Glory, along with the infinite fuel of the CoM and the biggest ship in the game (plus Dark Sense).

Your layout:

T1: Fed, Bird, CofM

T2: Fascist, Crystal, Rebel

T3: Liz, Empire, Robots

My thoughts are that T3 is brutal. 150% deathstars along with the Golum (which is the 2nd best ship in this game is killer.

T2 is the spoiler team. With RGA, Pillage, and webs, they try to avoid battle.

T1 is the all around team, the Virgo is the weakest of the fighter builder ships, but in Fed hands, it would be nicer.

I think that in this layout, any of the 3 teams could win, but I would not say they are balanced in terms of raw power (which may not be a bad thing). My goal was to give each team a powerful fighting ship, a cloaker/scouting ability, and a defensive ability.

What if we don't automatically exclude the borg and/or the privateer? (without chunnels, that would be too insane).

How about:

T1: Borg, CoM, Fascists

T1 gets the Borg and there huge population planets. Without chunnels, remember, so they don't get infinite movement too. They have the Fuel from the CoMs, the Glory from the fascists, and cube ships full of fighters. All in all, they have a lot going for them.

Power comes from the Borg along with the fighters from the CoM.
Economy comes from the Borg's huge planets.

T2: Lizards, Empire, Robots

T2 gets the Lizards for 150% deathstars and 150% golums. They only have the Q to build fighters, but they also get the free ones from the Empire (along with the Economy of the Lizards).

Power comes from the Lizards 150% along with the deathstar and the Golum.
Econ comes from HISSSSSSSSSSSSSS

T3: Feds, Birds, Rebels.

T1 gets the 5/13 Rush from the Fed/Rebel. Along with the darkwing for scouting and the rest of the bird fleet, they have a lot going for them. They also have the best mid-fleet ships in this game, giving them the ability to trade a midsized ship for one of the big boys from T1 or T2 (since the Birds will be able to tow them to the battle).

Power comes from the Fed Rushes and fact that a mid sized Torper (or 2 in the worse case) and a Rush can take out any of the T1 or T2 ships. And trading 2 diplo's for a deathstar full of fighters is a good trade on any day!).

Econ comes from the Fed's along with the fact that their ships are not quite as expensive.

What do you think?

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B A N E
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Post#12 » Fri Oct 10, 2008 1:53 pm

Borg with Teleport and esp giveplan is a bad idea.
It is just too much economic firepower.

w/o Giveplan, it's better but Teleport is still a boon for borg.
So, not sure balance is achievable with borg & GP or TP.

From my POV,

My first goal is to make each team setup where I would not refuse
to play any of the teams.

Fed's scotty bonus is huge and a Fed 10/11 Virgo is a good match
for a Liz 10/10 CV. Not to mention, it's tons cheaper.

It's not just the +3 fbays that make the bonus so nasty, it's the two
other major parts of +25% shield recharge AND all weapons fire.

But I just ran a huge battery of sims just to see what the percentages
look like.

Fed Virgo vs Liz Gorbie, Liz wins (3:1)
Fed Rush or Golem vs Liz Gorbie (1:1)

So, of the two, I'd put bots with Feds to diminish the overall battle
effectiveness and not give Feds 390 cargo on a Rush.

Fed, Birds, Bots
Liz, Crystal, Rebel
Fasc, EE, CofM

After more thought, run with your first.
Last edited by B A N E on Fri Oct 10, 2008 2:19 pm, edited 1 time in total.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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hennef
Posts: 2250

Post#13 » Fri Oct 10, 2008 1:54 pm

borg and priv in team games are VERY unbalancing - believe me, i once played 3v3 against both.

and poppers are waste if you are up against 6 different races, because you always have to set the right PE to work them at highest efficiency.


just my 2ct
have fun!

hennef

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anubis
Posts: 374

Post#14 » Fri Oct 10, 2008 2:22 pm

B A N E wrote:Borg with Teleport and esp giveplan is a bad idea.
It is just too much economic firepower.

w/o Giveplan, it's better but Teleport is still a boon for borg.
So, not sure balance is achievable with borg & GP or TP.

From my POV,

My first goal is to make each team setup where I would not refuse
to play any of the teams.

Fed's scotty bonus is huge and a Fed 10/11 Virgo is a good match
for a Liz 10/10 CV. Not to mention, it's tons cheaper.

It's not just the +3 fbays that make the bonus so nasty, it's the two
other major parts of +25% shield recharge AND all weapons fire.
A 99% damaged Fed CV can potentially destroy an undamaged
enemy carrier.

But I just ran a huge battery of sims just to see what the percentages
look like.

Fed Virgo vs Liz Gorbie, Liz wins (3:1)
Fed Rush or Golem vs Liz Gorbie (1:1)

So, of the two, I'd put bots with Feds to diminish the overall battle
effectiveness and not give Feds 390 cargo on a Rush.

Fed, Birds, Bots
Liz, Crystal, Rebel
Fasc, EE, CofM

After more thought, run with your first.
That works. I didn't think the fed bonus would be as good as the lizard gorbie's, but I am glad to see I was wrong.

I agree that the goal should be that all three teams are ones I would play on.

So T1 Gets fed Golums, T2 has Lizard Rushes and T3 has the Gorbie.

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Cardno
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Post#15 » Sat Oct 11, 2008 4:48 am

Anubis - nice discussion, but did you get so carried away that you forgot to do your turn in Inifinit 2? Trust everything is ok

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