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July 9th, 2001, 08:54 AM
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Corporal
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Join Date: Feb 2001
Location: Edmonton
Posts: 117
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Re: game idea: junkyard wars
This is a very weird and very interesting idea. I like it.
I imagine that technology trading would become _very_ important, and whoever expanded the fastest would have a major advantage. But if only one player was lucky enough to score astrophysics and then a couple of levels of stellar manipulation in a row, I'm sure he could buy all the "mundane" techs he needed to make himself more well-rounded. Or he could just revel in being the only player in the game who can blow up planets, making it a sort of "racial" tech.
Getting enough levels of Applied Intelligence to steal technology would be a killer advantage. Considering the counterintelligence bug in 1.41, you might want to disable intelligence for this one.
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July 9th, 2001, 11:43 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: game idea: junkyard wars
I think disabling trades and gifts would keep the game more in the spirit of "Junkyard Wars". Possibly intel should be disabled too (cause of the nasty bug).
Whoever gains ship capture first would have a definite advantage -unless another player has self-destruct devices...
I hope you do set this up as a PBW game.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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July 9th, 2001, 11:45 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
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Re: game idea: junkyard wars
Possible snag
Don't ruins give you extra levels in the tech you're researching? So what happens when you can't research anything?
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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July 10th, 2001, 12:51 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: game idea: junkyard wars
Nope.
I've had AIs get some things which they will never research.
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The latest Pirates & Nomads.
-< Download V1.6>-
-< Download compatible EMPs for P&N v1.6>-
-<Easy to Use AI Patcher for any of SJ's mods>-
Visit My Homepage
__________________
Things you want:
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July 10th, 2001, 12:59 AM
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Corporal
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Join Date: Nov 2000
Location: Ann Arbor, MI, USA
Posts: 191
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Re: game idea: junkyard wars
If you do set this up, I'd recommend you click the "can only colonize home planet type". Otherwise, the first person to get a second colony type wins, basically.
I think we need a catalog of "Concept Games"--see my Menagerie game on PBW for another concept game.
LL http://seiv.pbw.cc/
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July 10th, 2001, 07:11 AM
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Sergeant
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Join Date: Jul 2001
Location: South Carolina, USA
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Re: game idea: junkyard wars
I love this idea! It's already making my head spin....
Are the contents of ruins set when the map is generated, or does the game determine the ruins' contents when the planet is colonized? Also, are there redundant ruins (e.g. two different ruins have Gas Colonization), or are all ruins unique?
I agree with no intel, but I like the idea of being able to command high prices from your fellow aliens for plum techs....
As for 'only home planet type': I'm trying to decide if playing a Gas or Ice race like that would set you at a disadvantage (fewer planets) or advantage (less competition).
Just my ramblings. When it's up, I'm in! (Wait, that doesn't sound quite right....)
Quikngruvn
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"That which does not kill you will make you stronger." -- Nietzsche
[This message has been edited by Quikngruvn (edited 10 July 2001).]
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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July 10th, 2001, 12:22 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: game idea: junkyard wars
Another thought... to slow down the colonization rush, I suggest altering colony modules so they are very expensive AND add the "Modified Maintainence" tag and set it to 300! That means they'll cost 4x normal mainainence (w/o racial modifiers, they'll cost what it cost to build them every turn)... this way empires can only use/build a few colonizer at any one time.
And no you can't set what tech is in ruins (except unique tech), but you can set HOW MANY techs are found at any one ruins.
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