Rules and Strategy for our beloved game

[Posting] Ideas for new games
Thread opener
Posted Sat, 2013-04-06 15:34 GMT

Was there already a thread for such? I did not see anything. Anyway

it might be funny to play without so much conversation and negotiations. Without the need to check your mails before playing the next turn. :D

Or just with repressive rules about player interaction. A non diplo game so to say.

[Posting] Re: Ideas for new games
Posted Sat, 2013-04-06 22:25 GMT

Was there already a thread for such? I did not see anything. Anyway

it might be funny to play without so much conversation and negotiations. Without the need to check your mails before playing the next turn. :D

Or just with repressive rules about player interaction. A non diplo game so to say.

There is already a "No Allies" building blocks for games.

To make a true "non-diplo game", we'd have to make it anonymous. Games of this type used to be popular on the Blutmagie host. I want to make this possible here, but currently the server is too chatty and tells everyone who plays.

I also have a couple of game types I want to try: for example, a small and dense universe for a fast game. Or games with all sorts of add-ons. But first we need a few players...

--Stefan

[Posting] Re: Ideas for new games
Posted Thu, 2013-05-02 18:09 GMT

Was there already a thread for such? I did not see anything. Anyway

it might be funny to play without so much conversation and negotiations. Without the need to check your mails before playing the next turn. :D

Or just with repressive rules about player interaction. A non diplo game so to say.

There is already a "No Allies" building blocks for games.

To make a true "non-diplo game", we'd have to make it anonymous. Games of this type used to be popular on the Blutmagie host. I want to make this possible here, but currently the server is too chatty and tells everyone who plays.

I also have a couple of game types I want to try: for example, a small and dense universe for a fast game. Or games with all sorts of add-ons. But first we need a few players...

--Stefan

Well I think it is quite hard to forbid any communication - in game or outside game.

In my opinion disabling ffx/FFX-code can be enough - maybe even disable ingame communication.

Quapla

[Posting] Re: Ideas for new games
Posted Thu, 2013-05-02 20:10 GMT

To make a true "non-diplo game", we'd have to make it anonymous. Games of this type used to be popular on the Blutmagie host. I want to make this possible here, but currently the server is too chatty and tells everyone who plays.

I also have a couple of game types I want to try: for example, a small and dense universe for a fast game. Or games with all sorts of add-ons. But first we need a few players...

Well I think it is quite hard to forbid any communication - in game or outside game.

In my opinion disabling ffx/FFX-code can be enough - maybe even disable ingame communication.

Blutmagie had anonymous games: http://torstatus.blutmagie.de/~h3s/ (Alias, Incognito, Attax)

PHost allows disabling messages, alliances, and ship names; that last one was added to support anonymous games of this style. And to avoid out-of-game communication, that host kept players anonymous.

Sure, one can still circumvent that restriction, but that needs more criminal intent than just clicking a user name and sending him a PM "hey, let's attack the lizard homeworld at #345 next turn".

--Stefan

[Posting] Re: Ideas for new games
Posted Mon, 2013-05-27 18:15 GMT

........... ........... ...........

I also have a couple of game types I want to try: for example, a small and dense universe for a fast game. Or games with all sorts of add-ons. But first we need a few players...

--Stefan

Hello, some time ago I played a fast game with I think the following rules.

End of game as soon as only x active played races left.

So the higher x so faster the game ends.

Score only for destroyed units.

In this game it was I think.

- 100 points for a destroyed SB.

- 500 points for a destroyed HW.

- Hullmass/10 for each destroyed capital ship.

- Points for the race fighting this unit first in this turn. The score was simly made in a calculator and not with a tool. Today (This game was 1995(?) with T-HostV3.20 or so) it should be possible to make a ITA-Score setup for this kind of score or to write a own scoring program.

Important are also the starting conditions.

Shorter distances means faster game. A smaller map is also usefull.

Some Hints how to play something like this.

- A race heavy fighting may win such a game even with only one ship or planet left as long as the player upload a valid turn. This race will has at least more points than a race never fighting.

-Think twice before creating a NAP or alliance. Each race you do not fight, does not give you points.

If I has sometimes time left for this, then I will send stefan some settings for such a game. Be carefully and do not trust that this ever happen. I want to do so much...

Bye

Alexander

Get än bestuet, da get än veruet; sterft än, da get än gelueft.

[Posting] Re: Ideas for new games
Posted Sun, 2015-12-13 16:03 GMT

Old thread, but maybe someone will read it still :smile:

I would like to have a game with:

- random HW positions, not placed in a circle - no turn Limit: Players decide when to stop the game - experience Levels

Anyone else who might join in?

[Posting] Re: Ideas for new games
Posted Thu, 2016-10-27 21:09 GMT

Hi all

I would like to add a daily game.

And i also support a fast and dense game.

[Posting] Re: Ideas for new games
Posted Fri, 2016-10-28 15:51 GMT

I would like to add a daily game.

And i also support a fast and dense game.

As always, problem is finding players. If you got a bunch, I'll set it up.

Actually I have considered adding smaller games (5 players) that fill more easily, and probably make more fun in a daily game (less diplomacy, fewer relations to track -> quicker turns).

--Stefan

[Posting] Re: Ideas for new games
Posted Fri, 2016-10-28 21:57 GMT

I would like to add a daily game.

And i also support a fast and dense game.

As always, problem is finding players. If you got a bunch, I'll set it up.

Actually I have considered adding smaller games (5 players) that fill more easily, and probably make more fun in a daily game (less diplomacy, fewer relations to track -> quicker turns).

--Stefan

Is it difficult to ste up a game and wait for players to join? Sometimes people only want a game after it exists :smile:

[Posting] Re: Ideas for new games
Posted Sat, 2016-10-29 15:12 GMT, edited Sat, 2016-10-29 15:14 GMT

I want play in a non-alliance game.
Stefan, could you create a game with these parameters?:
CPEnableGive = No
CPEnableAllies = No
CPEnableRemote = No

[Posting] Re: Ideas for new games
Posted Tue, 2016-11-01 22:14 GMT

I want play in a non-alliance game.
Stefan, could you create a game with these parameters?:
CPEnableGive = No
CPEnableAllies = No
CPEnableRemote = No

Yes, he could :wink: But he'll ask you to find bunch of players for this game. And, i think, anonymous playing also needed for it.

If i could play wolf games here, i'd never play phoenixes/pleiades...

[Posting] Re: Ideas for new games
Posted Wed, 2017-07-05 19:16 GMT

Stefan, could you add to "Titan" game (standart shiplist) a Four Experience Levels (PHost) add-on?

[Posting] Re: Ideas for new games
Posted Thu, 2017-07-06 17:31 GMT

Stefan, could you add to "Titan" game (standart shiplist) a Four Experience Levels (PHost) add-on?

This would defeat the purpose of the Titan series to be Timhost-like, thus I won't change the series. I can change an individual instance, or make a new series.

--Stefan

[Posting] Re: Ideas for new games
Posted Fri, 2017-12-01 09:47 GMT

Greetings all

Looks like this thread lost interest. So lets see if it gets revived.

I would like a faster game with less fuss about things...

Say a smaller map, maybe less players. The end condition would be x players left. If you miss a turn too bad. No emergency delays of the host. No drop of the player. This way you have to conquer him even if he is not playing. And maybe 4 turns a week.

One of the things i don't like much is the fact that i have to wait too long to get the turn and if my neighbors are conquered and i want to go after the first 3 players they are too far away... and start to loose interest.

About not having players, just set up the game and see if it fills quickly

Ricardo

[Posting] Re: Ideas for new games
Posted Sun, 2017-12-03 13:18 GMT

Looks like this thread lost interest. So lets see if it gets revived.

Nothing gets lost, I'm making weekly backups :smile:

Say a smaller map, maybe less players. The end condition would be x players left. If you miss a turn too bad. No emergency delays of the host. No drop of the player. This way you have to conquer him even if he is not playing. And maybe 4 turns a week.

One of the things i don't like much is the fact that i have to wait too long to get the turn and if my neighbors are conquered and i want to go after the first 3 players they are too far away... and start to loose interest.

I have been thinking of something alike to this as well.

Here's my excuse why it is not there yet: such a game needs new features in the host software. The current software is hard to test, and therefore I spent most of 2017 reworking it and making it testable. I know I already broke things in updates previously (as in "host ran when it shouldn't have run"), and I want to be sure this does not happen. Currently, the only updated part is the forum, but I plan on updating the remaining services as well, hopefully using the upcoming holiday break for it.


--Stefan

[Posting] Re: Ideas for new games
Posted Mon, 2019-09-23 13:36 GMT

After Stefan's post about a game map I look at the maps that present on site and found these two maps: Neutral Zone and Rift.

And I had an idea. Maybe we will create a new team game in 5x5 format using one of these maps. Conditions of the game - allied relations are predefined and cannot be changed. However, I believe that it is necessary to cancel the giveness of ships within one team in order to avoid combining the various properties of the races to achieve maximum combat effect, and to focus on coordinating the interaction of players within each team. The victory condition is when one of the parties takes control of 80% of the planets.

What are You opinion guys? Will someone play this?

[Posting] Re: Ideas for new games
Posted Mon, 2019-09-23 13:49 GMT

And I had an idea. Maybe we will create a new team game in 5x5 format using one of these maps.

Not me.

And, usually, team games settings was 3x3x3

[Posting] Re: Ideas for new games
Posted Mon, 2019-09-23 18:18 GMT

And, usually, team games settings was 3x3x3

I am not against the 4x3 option, but this will require changing existing maps.

I liked the idea of two groups of planets that are separated from each other by empty space. It would be possible to place 5-10 lonely planets there and change the conditions of victory. The winner is the team that holds all the planets for 5 turns starting, for example, from the turn #50.

p.s. We can use the Flower map for this scenario or its modifications.

[Posting] Re: Ideas for new games
Posted Tue, 2019-09-24 11:06 GMT

Look at old League maps from Pantera or VCHC host, don't remember correctly.

And, usually, team games settings was 3x3x3

I am not against the 4x3 option, but this will require changing existing maps.

I liked the idea of two groups of planets that are separated from each other by empty space. It would be possible to place 5-10 lonely planets there and change the conditions of victory. The winner is the team that holds all the planets for 5 turns starting, for example, from the turn #50.

p.s. We can use the Flower map for this scenario or its modifications.

[Posting] Re: Ideas for new games
Posted Wed, 2019-09-25 16:53 GMT

And I had an idea. Maybe we will create a new team game in 5x5 format using one of these maps.

Not me.

And, usually, team games settings was 3x3x3

My 2 cents: a fixed-alliance game needs some way to build these teams, and it needs reliable players. With these restrictions, I guess only smaller teams are realistic for now (3vs3?).

PlanetsServer had the problem that you sometimes were playing against five sockpuppets of the same guy in one game. This is annoying in a 11-individuals game, but totally kills a team game. PlanetsCentral's scoring tries to counter this a little, but that won't help in a rigged team game. I don't want to throw big data analytics, super-cookies and what-not at you to counter that.

But, if you have a roster of players, I can set you up :smile:

--Stefan

[Posting] Re: Ideas for new games
Posted Thu, 2019-09-26 09:32 GMT

PlanetsServer had the problem that you sometimes were playing against five sockpuppets of the same guy in one game. This is annoying in a 11-individuals game, but totally kills a team game.

Hmm. Think, in a TEAM game it's not a problem (if one guy plays for a whole team). But if that same guy will not have spies in other teams :smile:

[Posting] Re: Ideas for new games
Posted Tue, 2019-10-01 17:56 GMT

I am not against the 4x3 option, but this will require changing existing maps.

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