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February 7th, 2004, 02:16 AM
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Corporal
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Join Date: Jul 2003
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Re: A team game, but without all the trading and stuff...
Quote:
Originally posted by General Woundwort:
quote: Originally posted by Taz-in-Space:
Ummm, sounds good. But how would you enforce the no trading tech part? I don't think that your enemys will tell you if they are cheating...
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Easy. Go to the Game Settings menu in the New Game setup, and click off "Allow Technology Gifts/Tributes/Trades". And have you forgotten about ship trading, the main vector for tech trading in games where direct tech trading is not allowed?
I just checked, and it doesn't seem possible to allow planet trading without ship trading, (and through that, trading of any technology that can be placed on a ship.)
Why bother boarding a high-tech ship when you can buy one?
At least allies are not able to, while in a treaty, board each other's ships.
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I am not presently at liberty to divulge that information, as it may compromise our agents in the field.
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February 6th, 2004, 03:28 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: A team game, but without all the trading and stuff...
geo i do not have the time to play in it..  but i can create the map
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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February 6th, 2004, 04:32 PM
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Lieutenant Colonel
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Location: Virginia
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Re: A team game, but without all the trading and stuff...
Quote:
Originally posted by Nocturnal:
And have you forgotten about ship trading, the main vector for tech trading in games where direct tech trading is not allowed?
I just checked, and it doesn't seem possible to allow planet trading without ship trading, (and through that, trading of any technology that can be placed on a ship.)
Why bother boarding a high-tech ship when you can buy one?
At least allies are not able to, while in a treaty, board each other's ships.
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Well, at least my option slows down the process. A total ban on all cross-pollination would require something along the lines of the Star Trek Mod (where each race has its own tech tree), and who has the time to code that? 
[ February 06, 2004, 14:32: Message edited by: General Woundwort ]
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February 10th, 2004, 08:14 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: A team game, but without all the trading and stuff...
I'd agree that tech trading is not good in a competetive game with skilled and trusting players. Unfortunately, SE4 makes it extremely easy and cheap compared to the advantages, even using the option to disallow tech trades. The restriction of having to use ships helps only a little, mainly because some techs actually don't have any ship components they can be learned from. However that actually increases the amount of work and thinking needed to effectively collaborate on research.
I'd recommend disallowing ALL trading, using the game option that makes it impossible. Allies could try trading via ship capture, but that will require risk, breaking their treaty, and inconvenience etc.
Seems to me that a research treaty already provides a good and resonable level of advantage to research. Also, even on High research cost, experienced players often get "the good stuff" out of the tech tree rather quickly, anyway.
Despite no free time, I'd want to play in a team game if the settings were like:
All trading disabled
One homeworld
High research cost
Low start tech
No AI's nor neutrals
A balanced start-costs mod such as: P&N, PvK Balance (preferably with Limited Resources on), Proportions, AIC, or Adamant.
Max ships and units in space both 20000
Surrender disabled
PvK
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