View Full Version : New PBW game: Fast and furious
Ruatha
April 4th, 2004, 05:37 PM
I was thinking of setting up a one system PBW game.
All players start in the same system, all rock oxygen. (The map only has one system, no warppoints).
About 10 planets per player in the system, i e
2 players= 20 planets.
20 players= 200 planets.
Could make for som einteresting decisions and alliances.
More ideas on this is welcomed.
Slynky
April 5th, 2004, 12:44 AM
Sounds, interesting, Ruatha. Not sure I'd be interested...well, I am, but I don't do too well in multi-player games.
But, it seems I have a mouth, so I'll comment on the idea http://forum.shrapnelgames.com/images/icons/icon10.gif :
Full-tech, part-tech, or no starting tech?
Racial points?
Would email between people be allowed or just in-game? If email allowed, then adequate turn cycle would need to be considered.
Given my experience with so-called "fast" games, it just ain't so with too many players. May I suggest the limit be 10 players? More suitable, 8, I think. (I am just remembering the horrible turnaround problem in the Experiment game)
Consider no attacks till, say, 5 turns have passed.
And, although this changes the qame (quite) a bit, if 8 players, then 1 warp point out to ONE system at a single homeworld of each player. Of course, since it appears to be a map one would make, it wouldn't be too hard to add these systems and make them balanced.
Just some thoughts to help get it rolling http://forum.shrapnelgames.com/images/icons/icon7.gif . ( don't mean to "tread" on your idea)
spoon
April 5th, 2004, 03:01 AM
This is pretty similar to Puke's Furball games, which are a bLast. So you can count me in...
Ruatha
April 5th, 2004, 06:44 AM
Originally posted by Slynky:
Sounds, interesting, Ruatha. Not sure I'd be interested...well, I am, but I don't do too well in multi-player games.
But, it seems I have a mouth, so I'll comment on the idea http://forum.shrapnelgames.com/images/icons/icon10.gif :
Full-tech, part-tech, or no starting tech?
Racial points?
Would email between people be allowed or just in-game? If email allowed, then adequate turn cycle would need to be considered.
Given my experience with so-called "fast" games, it just ain't so with too many players. May I suggest the limit be 10 players? More suitable, 8, I think. (I am just remembering the horrible turnaround problem in the Experiment game)
Consider no attacks till, say, 5 turns have passed.
And, although this changes the qame (quite) a bit, if 8 players, then 1 warp point out to ONE system at a single homeworld of each player. Of course, since it appears to be a map one would make, it wouldn't be too hard to add these systems and make them balanced.
Just some thoughts to help get it rolling http://forum.shrapnelgames.com/images/icons/icon7.gif . ( don't mean to "tread" on your idea) <font size="2" face="sans-serif, arial, verdana">I'd guess 2000 points, low tech start, hight cost.
A battle fo escorts.
No limit on starting attacks (emergency build anyone??)
Should you research anything? DUCS? or Frigates?
Racial points propably spent on Agr/Def and construction I'd guess.
Race design will be vital!
As there'll be no large empires turn time could be limited to 30 hours (disregarding my standard 48 hours turn times in my hosted games)
And I do hope there'll be few players as that'd make the mapmaking easier http://forum.shrapnelgames.com/images/icons/icon10.gif
Spoon, You're welcome, the game is up at PBW as "Fast and Furious"
[ April 05, 2004, 05:50: Message edited by: Ruatha ]
Fyron
April 5th, 2004, 06:53 AM
Sounds like Puke's Furball games. http://forum.shrapnelgames.com/images/icons/icon12.gif Also seems I should read the whole thread before responding. Go redundant Posts!
[ April 05, 2004, 05:54: Message edited by: Imperator Fyron ]
Ruatha
April 5th, 2004, 07:57 AM
Seems I should check out the Furball games... http://forum.shrapnelgames.com/images/icons/icon12.gif
Anyone who has played a Puke's Furball game?
Is it fun?
[ April 05, 2004, 07:01: Message edited by: Ruatha ]
Ragnarok
April 5th, 2004, 05:03 PM
Originally posted by Ruatha:
Seems I should check out the Furball games... http://forum.shrapnelgames.com/images/icons/icon12.gif
Anyone who has played a Puke's Furball game?
Is it fun? <font size="2" face="sans-serif, arial, verdana">I played in IV I believe, it was alot of fun. I enjoyed every bit of it. Too bad I lost. http://forum.shrapnelgames.com/images/icons/icon9.gif
Ruatha
April 5th, 2004, 05:52 PM
Originally posted by David E. Gervais:
Interesting concept there, One system, 20 players. (I think a system like this would be too over packed with planets.) But how about a one sys/per/player game. Each player is given their own system and the only way to expand is to go to war. (or make aliences, or share space with a species that has a different home planet type than you, etc) It would also be nice if the warp-point connections could be random.
hmmm, interesting thought. Nuf said.
Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">Nah, there are what? 144 sectors per system.
Make 40 planetary sectors with 5 planets on each, 200 planets and 104 empty sectors to fill with storms and suns and asteroids and empty space...
10 players, 20 secors with 4 planets and 20 sectors with single planets, etc etc..
[ April 05, 2004, 16:54: Message edited by: Ruatha ]
PvK
April 5th, 2004, 05:58 PM
Originally posted by Ruatha:
...
Race design will be vital!
... <font size="2" face="sans-serif, arial, verdana">Therefore I'd suggest using the PvK Balance mod...
PvK
Ruatha
April 5th, 2004, 05:59 PM
Originally posted by PvK:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ruatha:
...
Race design will be vital!
... <font size="2" face="sans-serif, arial, verdana">Therefore I'd suggest using the PvK Balance mod...
PvK </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope, no mods.
What will be important are aggression, defensivness and construction rate, I'd guess. All else will propably not have time to play any major significance.
spoon
April 5th, 2004, 06:12 PM
Originally posted by David E. Gervais:
But how about a one sys/per/player game. Each player is given their own system and the only way to expand is to go to war.<font size="2" face="sans-serif, arial, verdana">One of the Furballs did something like this, too. There was one system per player, each system had a one-way warp-point into a central system (that had the Movement-towards-center ability of 12). The central system then had one-way warp points back to all the homesystems.
It was mayhem.
David E. Gervais
April 6th, 2004, 01:35 AM
Interesting concept there, One system, 20 players. (I think a system like this would be too over packed with planets.) But how about a one sys/per/player game. Each player is given their own system and the only way to expand is to go to war. (or make aliences, or share space with a species that has a different home planet type than you, etc) It would also be nice if the warp-point connections could be random.
hmmm, interesting thought. Nuf said.
Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif
Ruatha
April 6th, 2004, 08:18 AM
I've deleted the game from PBW and will join the next Furball game instead. http://forum.shrapnelgames.com/images/icons/icon7.gif
No need to re-invent the wheel.
spoon
April 6th, 2004, 03:37 PM
Originally posted by Ruatha:
I've deleted the game from PBW and will join the next Furball game instead. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">
http://forum.shrapnelgames.com/images/icons/icon9.gif I was looking forward to your take on the wheel. These games are so fast (and fun) to play, I think there's room for more than one!
[ April 06, 2004, 17:05: Message edited by: spoon ]
PvK
April 7th, 2004, 04:51 AM
Originally posted by Ruatha:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by PvK:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ruatha:
...
Race design will be vital!
... <font size="2" face="sans-serif, arial, verdana">Therefore I'd suggest using the PvK Balance mod...
PvK </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope, no mods.
What will be important are aggression, defensivness and construction rate, I'd guess. All else will propably not have time to play any major significance. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Heh. So even more so than usually in unmodded games, it will make little sense to do anything but max these out - they'll be even more underpriced than ever. http://forum.shrapnelgames.com/images/icons/icon12.gif
PvK
Ruatha
April 7th, 2004, 06:46 AM
Originally posted by PvK:
[QUOTE]Heh. So even more so than usually in unmodded games, it will make little sense to do anything but max these out - they'll be even more underpriced than ever. http://forum.shrapnelgames.com/images/icons/icon12.gif
PvK <font size="2" face="sans-serif, arial, verdana">Yep, and everyone would know it, so it wouldn't be an issue.
[ April 07, 2004, 05:46: Message edited by: Ruatha ]
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