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-   -   Game Idea--Capitals (http://forum.shrapnelgames.com/showthread.php?t=6046)

Bman June 17th, 2002 03:44 PM

Re: Game Idea--Capitals
 
What happens if a capital gets captured? Does your empire continue on so you can try to take it back? What happens if a capital gets glassed? What happens if enough capitals gets glassed so that no one can win the game? What happens if you take a capital and just before the enemy comes to reclaim it you scrap it!?

Just some questions, because it is quite easy to accidentally glass a planet in simultaneous combat.

Jmenschenfresser June 18th, 2002 12:06 AM

Re: Game Idea--Capitals
 
Back from my romp through Chicago and the uppity Hamptons http://forum.shrapnelgames.com/images/icons/icon7.gif

To first answer Gusty-boy's question:
The mod can be found on PBW in the mod section. And no, from the get go, I know there is positivly no way to get the AI to act territorial or recognize certain planets as "important." So this mod is only for humans.

Lots of good questions Bman, and please reapply to the game. I wasn't going to accept anyone until after I got back.

1) I was hoping this to be a defensive game, as I think SE4 sort of lacks a pure defensive mode for most players, but I do see your point. However, nothing stops a player from carrying around 500 fighters as well...I will up the number of ships somewhat. I've never played a game that had more than 200 ships actually, so that number sounds astronomical to me.

2)I think the Medium/high for research is a great idea. I will append that as well.

3)Yes, ancient and cluster aren't such great ideas, and even spiral has a good number of choke points even for a large galaxy so that leaves only midlife...or what ever it is called. the default one.

4)I hope it does explode!, and after enough people apply (if that happens), we'll collectively decide the size and number of capitals to win.

5) only racial ability I am disallowing is the ancient trait. All others seem fine to me, and won't really unbalance the game, as none of them give advantages to troops, as far as I know.

These should be on the read me, but as I think my read me is a bit confused, I'll try to restate.

6)If your capital is glassed, nothing really happens to you empire other than the fact that you lost a homeworld, and are one less capital away from winning. You keep playing.

7)Yes, you continue on, and try to get it back, as it is one of few, you will want to retake it as quickly as you can. It isn't just another highly developed world...it is the key to winning.

8)Ok. This mod changes the data files so that it takes 1000k of damage to kill 1 million pop. That's a hell of a lot. So unless, your enemy has 25 dreadnoughts devoted to napalm5, it won't happen easily...least not to your homeworlds with 4-8 billion.

8a)If your capital is glassed, the world, as a capital is gone forever. It really isn't beneficial to anyone to glass capitals (or other planets for that matter). In making damage 1000k to 1mil pop, I hope it is now more expensive and awkward to go-a planet killing, than it is to capture them. The planet (once capital) can be recolonized, but it is no longer a capital, and the future colonizer of that world, cannot build a new palace there...as it is no longer a capital.

8b)If you need 4 to win and so many capitals are glassed that only 3 remain, then the game ends as a stalemate. That may seem disappointing, and I tried to allow for the re-establishing of capitals, but it is just too difficult a thing to manage. The less minute, and complicated rules we have, the better....and I doubt many capitals will get glassed.

9)Scrapping capitals is disallowed. I can't do that in the game, from a host point of view, but it will be obvious to the attacker. And as capitals start with billions of pop, and you can only abandon a world with 50 mil or less, this also can't be done "overnight."

9a)TO that trading planets is disallowed. Allowing others to glass your planet so as to prevent a third party from winning is disallowed.

And please, SIGN UP! Newbies! Old-hands! Pros! Vagabonds!...well, just make sure you plan to stick around.

Mensch

Jmenschenfresser June 19th, 2002 09:56 PM

Re: Game Idea--Capitals
 
Bump..still need players.

I don't want to sounds like the US Army, but if it helps...

EMPIRE OF ONE!
Be all that you can be...in the space navy!

Pays for college and service guarantees citizenship.

ELN-Gustyboy June 23rd, 2002 07:43 PM

Re: Game Idea--Capitals
 
Hi !!
When will you start your game?
if it is ok with my Calendar i wish to join http://forum.shrapnelgames.com/images/icons/icon7.gif
thanks a lot.

Phoenix-D June 23rd, 2002 07:50 PM

Re: Game Idea--Capitals
 
"And as capitals start with billions of pop, and you can only abandon a world with 50 mil or less, this also can't be done "overnight.""

It can be. All it takes is one ship or base with Cargo 1 and some patience.

Just an FYI.

Phoenix-D

Jmenschenfresser June 24th, 2002 04:03 AM

Re: Game Idea--Capitals
 
We'll start when we get enough players. I'd like at least five, but I think we could do it with 4.

"some patience"

And as it is disallowed, those caught attempting such chicken ****e strategies will be prosecuted to the full extent of fundamentalist Norak law.
http://forum.shrapnelgames.com/images/icons/icon12.gif

Jmenschenfresser June 25th, 2002 08:12 PM

Re: Game Idea--Capitals
 
We have 3 players...

Plenty more open spots.

Join up now...game is called Capital City.

Jmenschenfresser July 1st, 2002 07:50 PM

Re: Game Idea--Capitals
 
Bump...

Fyron July 1st, 2002 07:58 PM

Re: Game Idea--Capitals
 
5) only racial ability I am disallowing is the ancient trait. All others seem fine to me, and won't really unbalance the game, as none of them give advantages to troops, as far as I know.

Organic troops armed with Electric Discharges can be built nearly twice as fast as normal troops.

Jmenschenfresser July 2nd, 2002 12:57 AM

Re: Game Idea--Capitals
 
Tested (not that I don't believe you), and I see your point:

Small troop:
(cockpit + 3 electric discharges)--100 build in 4 turns

(cockpit + 3 ground cannons)--100 build in 7 turns.

*Damn organics (one of my beefs is that the stock game is so mineral heavy

Well, as we really don't have enough players yet, I will put this on the back burner, and when or if we ever get enough to start, I bring it up and see what everyone thinks.


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