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2 races

Posted: Wed Feb 16, 2011 10:49 am
by Vodenkugels
Here's one we've tried but it needs some tweaking....

5 players play two races (cyborg deleted- or one race anyway)simultaneously. The obvious challenge is to make two races work together and make the best of their individual advantages. we thought it was a way to quickly experience many races as well.

Option 1; Random races / random locations

Option 2; Random races/ Adjoining locations

Things to consider

Are there any race combination's that shouldn't be allowed?
Adjoining locations give a wide home area.
Random location means someone could end up next to themselves or fighting two separate fronts or in the big squeeze. I like the idea of adjoining areas /random races....

Thoughts anyone

Posted: Wed Feb 16, 2011 10:56 am
by Gilgamesh
Not that I could join this right now but it sounds interesting. Random toughts....

I agree the adjoining locations makes more sense.

Instead of random races, maybe set up a balanced card of 5 race pairings?

I wonder about the Privs or Xtal being matched with a clone-capable race, but then that can happen with normal alliances.

Posted: Wed Feb 16, 2011 11:02 am
by Havok
Or leave the cyborg but remove chunneling... Then take out the Privateers.

You may want to take a look at this previous thread: ... php?t=3766

Posted: Wed Feb 16, 2011 2:11 pm
by Vodenkugels
5 pre-determined race pairings --then a random placement of those pairs?

I'm in....

Posted: Wed Feb 16, 2011 2:50 pm
by Hawkeye

Posted: Wed Feb 16, 2011 3:15 pm
by Havok
Get 10 players interested and I'll put the game together.

I always liked BANE's 2 lists in this type of game.

Lots of interesting ways to split them up and depending upon how
you set up the teams, the powers wax & wane.

An old set (pre v3.2x host):
(Fed+CofM) vs
(Bird+Rebel) vs
(Crystal+EE) vs
(Liz+Borg) vs
(Fasc+Bot) vs

An interesting split is to focus strengths...
Fed + CofM
Liz + Borg
Bird + Empire
Fasc + Rebel
Crystal + Bot

However picking is what's going to be the question. Before we start we need to determine if the choice is going to be made by Race or Team.

Posted: Wed Feb 16, 2011 4:53 pm
by Donovan
Havok wrote: An interesting split is to focus strengths...
Fed + CofM
Liz + Borg
Bird + Empire
Fasc + Rebel
Crystal + Bot
Whow, that would be a serious challenge for Bird & Empire. Fed Virgos with free fighters on team 1, Lizards hissing Borg planets and Lizard Biocides on team 2, Vicky/Rush combo with poppers and free fighters on team 4, webs plus mines and a Diamond Flame / Golem combo with free fighters on team 5.

Team 3 has a Darkwing / Gorbie combo, and some nasty trickery with SSDs plus cloakers, but will have a very hard time to collect and buy enough fighters for any serious combat. They'd need some economic strengthening to balance things out.

Posted: Wed Feb 16, 2011 4:58 pm
by Donovan
I really enjoyed the 'Evolutionary war' 3x3 teamgame back in the day over at Lord Firefall's Lair. Granted, it was my own idea so I'm biased, but here's the deal:

Team 1 are Humans: Feds, Rebels and Colonies.
Team 2 are Deviants: Lizards, Birds and Fascists.
Team 3 are Machines: Borg, Empire and Robots.

To balance out the teams, the following changes have to be made:
- Firecloud chunnel is disabled
- Cobol does not scoop fuel
- No Ion Storms
- Loki does not decloak ships
- Lizards start with two probes without beams
- Birds and Fascists get a 125% mining rate
- Cost of cloaking lowered to 2kts per 100kt hullmasss
- Birdmen have groundcombat ratios equal to the Fascists

We've only played the scenario once, and if memory serves that game did not yet have all of the above Hconfig changes.

The game's story: ... rywar.html

Posted: Wed Feb 16, 2011 5:32 pm
by Havok
That sounds like a cool game Donovan.

You don't happen to have a copy of the game folder tucked away do ya?

Posted: Wed Feb 16, 2011 5:44 pm
by Havok
I found some info about it and just posted it on the following link.

Posted: Wed Feb 16, 2011 5:50 pm
by Rocco15
Team 3 seems like they would have zero answer for team 1. Team 1 can have fed virgos/rushes, Have an economic advantage, and can produce ships far more efficiently with the refit option, mines are useless.

I suppose team 2 could use a hit and run tactic with DW under lizard control and pop ships, but seems like they would also struggle with only having the madon as a fighter ship. At least they have popers.. but they would need a lot of them. They also lack any HYP ship to quickly move funds like the other teams.

Seems to me you would probably be best off disabling the fed refit option. To me that is a massive advantage. Only having to tech up a base to tech 10 to throw a hull into production is a pretty big advantage. Yes, team 3 can do it and tow the fighter ships into combat with other ships. But that isn't an option for team 2 and its a big risk for team 3 since team 2 can pick off towing ships.

Posted: Wed Feb 16, 2011 6:47 pm
by Havok
Also added Wayne's Team Game Config suggestions from the old Wolf 359 site.