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New Game Idea... Capture The Flag.
Each player gets a certain number of ships with an Allegiance Subverter and a Master Computer (so you can't convert each other's ships)
The 'Flag' is an escort of frigate sized ship equipped with just engines. Var 1: Each player has 5 Subverter ships The Flag is controlled by a randomly chosen player. The Winner is the one who had control of the Flag the most complete turns. Play ends when a certain number of turns have elapsed Var 2: As Var 1 except the winner is the one who has control of the Flag at the end of the game. Var 3: As Var 1 or 2 except the Flag is controlled initially by a neutral ref-admin player Var 4: Same as Var 1 except each player has their own Flag and the winner is the one who has control of the most Flags at the end of the game Var 5: Same as Var 4 except the game ends when a single player has control of all the Flags instead of a turn limit |
Re: New Game Idea... Capture The Flag.
i like 4. the capture ships should probably be faster than the flag ships, and they should all probably have quantum reactors.
maybe each players home planet could have a space yard, and you could give them just enough technology to be able to retrofit the ship so that it has a MC, so you could get it home and make it safe at your base. |
Re: New Game Idea... Capture The Flag.
What's to stop someone from toasting a flag ship instead of capturing it? Will there be no other weapons in play at all? Or, just ram the ship to pieces....
Quikngruvn, thinking to much again (my brain hurts!) ------------------ Ponder this: Scientists already knew that matter is 98% empty space. After they figured out the structure of protons, they determined the remaining 2% is mostly made up of... well, nothing. Who says God doesn't have a sense of humor? |
Re: New Game Idea... Capture The Flag.
There are no other weapons in play.
There's no need to research anything. Yes, each ship should have a quantum reactor. Maybe each player should have an orbiting repair station. (to repair damage from hazards, unforeseen things, etc.) NO shipyards. That way every one has the same number of ships and the winner wins by strategy. |
Re: New Game Idea... Capture The Flag.
Var 6:
The Flag has a super powerful planet only targeting weapon. The object is to capture the Flag and use it to glass an opponent's home planet. |
Re: New Game Idea... Capture The Flag.
Ok, digging this one back up. I am thinking about starting a game on PBW along these lines.
My variation: Each player has a "flag" which is a planet generating just enough resources to keep their ships maintained. Each player has a equal number of ships at game startup. At least two styles. 1. Attack ships. (QR, standard weaponry, no cloaking.) 2. Spy ship. (QR, cloaked, no weapons, sensors) All races are ancient race and emotionless, but other than that pure vanilla. (Emotionless to eliminate fluctuations in resource production, ancient race so I can play too. I have to see the map to set this up and it wouldn't be fair if I didn't let everyone see it. http://forum.shrapnelgames.com/images/icons/icon7.gif ) I can use mod files to set it up so that you cannot build facilities on your "flag". This will keep you from building a space yard and trying to expand the normal fashion. Once the game gets underway it will be stock files. The winner is the Last player whose "flag" is not destroyed. You can destroy all your opponents ships too if you want, but once you destroy his flag his ships will start to rot for maintenance anyway. Does this sound interesting to anyone? I am thinking 6 players. I guess it could be more or less. Geoschmo |
Re: New Game Idea... Capture The Flag.
I love all of the concepts. I have another one. When I played "Micro Armor" there was a popular senario called, "Kelly's Heros". The objective was to get into the town, grab the gold, and get out.
Everyone was armed. The players were given or could choose thier weapons, (tanks, jeeps, infantry etc) There was "radio" communication between players so deals could be made. Players could (and did) attack other players I could see the same within SE IV. The SE IV Ver: Either the "Game Master" could issue equipment or the players could build their own fleet based on a set list of weapons and on a set Tonage. At least one ship in the fleet would have to carry troops to invade the "bank planet", Once this has been done the player would have to get back to their home planet with the gold. I'm not sure how to represent the gold though I have seen "cargo" on planets I have captured intact. If the gold carrying ship is destroyed by anyone, game victory is decidded by the remaing tonnage of each fleet. I hope this is not Off Toppic. I see it as a variant on Capture the Flag. |
Re: New Game Idea... Capture The Flag.
The "gold" could be represented very easily by some population. In fact there was a game on PBW for some time (May still be going on, I wasn't in it) called Menagerie where the objective was to collect a sample of several different AI races for an "Imperial Zoo".
I'll have to test whether or not actual cargo would be destroyed in an invasion. I thought it was. If not you could make some mine bodies with no warheads and call them "Gold". Geo [ 27 December 2001: Message edited by: geoschmo ]</p> |
Re: New Game Idea... Capture The Flag.
That is a great idea, but why stop at AI races, Imagine the "Bonus" of capturing some of the human run rases and getting it home?
I wish I could commit to the time to play. Maybe I could make that an objective in a me versus the AI game to make it harder. I must thank Urendi Maleldil for starting a great "mind burning" ideas. |
Re: New Game Idea... Capture The Flag.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I can use mod files to set it up so that you cannot build facilities on your "flag". This will keep you from building a space yard and trying to expand the normal fashion. Once the game gets underway it will be stock files.<hr></blockquote>Wouldn't switching back to stock ruin the whole "can't build facilities on the flag" rule?
Under stock, anybody could build a facility, especially if they "lose" a ship to save resources. On a similar note, do you remember my "Chess Scenario"? Small Destroyer Pawns, Heavily Armored Baseship Rooks, Repair Tender Bishops, and a Negative Maintenance King to support the ships. No need to worry about planets & spaceyards, and killing the king gets you a maintenance attrition win. I have just gone through and compiled the stuff I had into a full scenario with intro, cut down on the included modfiles, and properly packaged the zip. (You can now just extract to your SE4 folder) |
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