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 New forum game idea.

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Aree't'sa
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PostSubject: New forum game idea.   Sat Nov 12, 2011 7:07 pm

Anyone up for a multiplayer PBF game of this?

It's quite a complex game, so you may want to get some practice in against the CPU.

If you have any problems with it, I can probably help.

So can the ingame help file, which is very extensive.

Extra shipsets can be found here or here. Each player has to have a unique shipset; it can be one of the ones that comes with the game, or a custom one, or one found on the internet. If you make or find one by yourself, though, you'll have to upload it to brickshelf/flickr and put a link here, so everyone else can see it as well.

In terms of gameplay:
-Turn based.
-Players exercise a huge deal of control over their faction; every single detail can be adjusted to their whim. If that's too much for them to handle, AI "Ministers" can be selectively enabled to control aspects of your faction. F'rinstance, if you didn't want to micromanage the building of facilities on your planets, you could get the computer to do it for you.
-Players design their own ships. How fast, tough, and well armed a player's vessels are is entirely up to them. This too can be delegated to the AI, but I wouldn't recommend it. For one thing, you'd have no idea what a given ship was designed to do.
-Politics are.. well, simple. You're either at war with someone, declared or otherwise, or you have a treaty with them. If you have a treaty with them, it could range from "you leave me alone and I'll leave you alone" to "you can see what I see, I can see what you see, and we'll look out for one another's interests". Or, with no treaty or war declaration, they can just kill one another where the opportunity arises. "Shoot on sight" is the standard political setting in this game.
-Research trees are extensive. If you want to specialize, you can. If you want to generalize, you also can. You'll probably be at a disadvantage compared to specialists, but you also won't be completely helpless against an enemy with faster ships or shielded ships or point defense guns.


Questions?
(By the way: if this takes off, I'll start at a fairly significant handicap. Played this for longer, and all. Less starting worlds, less production capacity, and a weaker economy.
As for the aborted Clonetard City thing, I seriously doubt it could've worked. It would've been nice, but I had no idea how to go about it. Or the time to do so.)

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Medieval Guy
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PostSubject: Re: New forum game idea.   Mon Nov 14, 2011 8:01 am

This looks very complicated. I doubt that I'll have time to learn and play, so count me out. It looks fun, though.
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Aree't'sa
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PostSubject: Re: New forum game idea.   Mon Nov 14, 2011 1:50 pm

Medieval Guy wrote:
This looks very complicated. I doubt that I'll have time to learn and play, so count me out. It looks fun, though.
It's not that bad, once you get the hang of it. A lot of things pretty much run themselves; f'rinstance, most planetary facilities take five turns to build; so when you establish a new colony, you just queue up, oh, alternating Construction and Research facilities, and for the next ten to forty turns you don't need to pay any attention to that colony's affairs in any way. Well, beyond keeping the enemy from blasting it out of existence. Even in a "colonizer being sent out every turn" situation, which is highly unlikely, you'd still only have to do that once every four turns or so.

Quite a bit of it is just hitting the End Turn button because your new ships haven't finished building, your research has four turns to go, your colonizers are still on their way, and none of your warships will arrive in the contested sector for at least five turns.

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"There is no reason to say I am narrow-minded. Just do it my way and you will have no problem at all." - Guenter Wendt.
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Ben
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PostSubject: Re: New forum game idea.   Fri Nov 18, 2011 11:39 pm

No thanks. Don't have time to learn all that either.

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PostSubject: Re: New forum game idea.   Sat Dec 17, 2011 8:51 am

Not even going to attempt it...
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