New games
New games
Is there any interest in another Daily Destruction game (other than Wasp).
Also let me know if there's anything else you would like to see in forthcoming games. Thanks.
Also let me know if there's anything else you would like to see in forthcoming games. Thanks.
Regards,
][avok
][avok
Re: New games
At some point in the future it would be good to see a game that is:
Xenophobia - no allies, naps, truces, pacts, or trading. Everyone is an enemy.
Pit style map
Invitational game
Normal Pit levels of minerals and settings
Add-ons Teleport, Asteroids, Machines of Yore
No quitters - exiting of the game only allowed once reduced to zero starbases, no self-sabotage either
Game finishes after both (a) 125 turns played, and (b) no rank/score cross-overs for the last 25 turns
Improved ship list (ie one that makes certain ships now worth while building)
I like this setup.
Good Luck with no quitters
Xenophobia - no allies, naps, truces, pacts, or trading. Everyone is an enemy.
Pit style map
Invitational game
Normal Pit levels of minerals and settings
Add-ons Teleport, Asteroids, Machines of Yore
No quitters - exiting of the game only allowed once reduced to zero starbases, no self-sabotage either
Game finishes after both (a) 125 turns played, and (b) no rank/score cross-overs for the last 25 turns
Improved ship list (ie one that makes certain ships now worth while building)
I like this setup.
Good Luck with no quitters

Re: New games
That's a very interesting setup.
What is "no rank/score cross-overs for the last 25 turns" BTW? How do you prevent people from quitting?
What is "no rank/score cross-overs for the last 25 turns" BTW? How do you prevent people from quitting?
"Amateurs study tactics, Professionals study Logistics" in Red Storm Rising from Tom Clancy
Re: New games
I''d probably be up for that Hawk, but I'm not sure how you enforce the no quitting rule. Making it invitational only will help.Hawkeye wrote:At some point in the future it would be good to see a game that is:
Xenophobia - no allies, naps, truces, pacts, or trading. Everyone is an enemy.
Pit style map
Invitational game
Normal Pit levels of minerals and settings
Add-ons Teleport, Asteroids, Machines of Yore
No quitters - exiting of the game only allowed once reduced to zero starbases, no self-sabotage either
Game finishes after both (a) 125 turns played, and (b) no rank/score cross-overs for the last 25 turns
Improved ship list (ie one that makes certain ships now worth while building)
>>> Raven <<<
Re: New games
Also, maybe make the map smaller? When yu conquer some race it's hard to move all those light years
"Amateurs study tactics, Professionals study Logistics" in Red Storm Rising from Tom Clancy
Re: New games
Q1: Basically it's so that the final rankings of the players are well and truly decided by the game end. Imagine playing in a game where it's set to end at turn XXX and if were only to go on for a few turns more you'd secure a higher place, maybe third? The way this works is that once the score graphs on the game page have no lines crossing over for the last 25 turns (ie players rank remains unchanged), then the game is ok to end (minimum 125 turns) - hope this makes sensewasp wrote:That's a very interesting setup.
What is "no rank/score cross-overs for the last 25 turns" BTW? How do you prevent people from quitting?
Q2: Nobody likes being a chew-toy for another player, but on the other hand, if everyone quit once they were no longer having fun, then this ruins the fun for the players that are enjoying the game. In short its a bit selfish

Hawk
Re: New games
wasp wrote:Also, maybe make the map smaller? When yu conquer some race it's hard to move all those light years
Good call

Re: New games
That will definitely accelerate combat, and will make it easy for a victor to "mop up" a vanquished victim. On the flip side, it will signficantly impact the "big boys" -- Colonies, Rebels, Borg, Robots -- who need time to get their economies built up to the point where they can support their fleets. In a smaller universe, they'll be found sooner by the torper races, and any competent Federation, Klingon, Romulan or Lizard captain who finds a carrier race early knows to strike now or make an ally. Since there are no allies, that leaves only one option.Hawkeye wrote:wasp wrote:Also, maybe make the map smaller? When yu conquer some race it's hard to move all those light years
Good callI'm thinking perhaps a map where the clusters are say 50% closer to the centre cluster
I'm not saying that's a bad thing, just pointing out a consequence of reducing standard map size. If you want to make the game a bit more challenging for the "big boys", that's fine.
>>> Raven <<<
Re: New games
A smaller map maybe also balances the game. Any "big boys" that are left, will probably be ready to face a smaller opponent that already has lots of territory and ships.
And maybe accelarate the game in the begining, 4 times a week until turn 25/30 ???
In the end, a movie or something better, like a way to know the actually ships that are moving instead of points in the screen. Anyone works with computer graphics could give a hand??
And maybe accelarate the game in the begining, 4 times a week until turn 25/30 ???
In the end, a movie or something better, like a way to know the actually ships that are moving instead of points in the screen. Anyone works with computer graphics could give a hand??
"Amateurs study tactics, Professionals study Logistics" in Red Storm Rising from Tom Clancy