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  #1  
Old March 19th, 2003, 06:15 AM
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Default Tug of War - Progress Thread

OK, I got this idea while thinking about a recent "Capture the Flag" thread, but my search for the thread, to give credit to the originator, came up with a thread from 2001, and I know that isn't it.

Anyway, I came up with this idea.

I created a map (click here to view), and a mod, {EEK, OH NO, not another mod???}, yes, a mod. The mod allows the Game Master to build a ship with indestructable components (so it cannot be destroyed) and place it in the center of the "spider web grid". All players (max of 8) start at the outside edge of the map and have view of all sytems and omnipresent view, so you can always see what everyone else is doing. The object of the game is to capture the tug, through intel, ship capture, or allegiance subverter, and get it back to your home planet. The first one do to so, wins!!

Special rules will be as follows;
1)You cannot take the Game Master racial trait (for obvious reasons - I needed this trait to enable what needed to be done at game startup)
2)You cannot attack or intel another players home planet (entering there home system will be extremely risky because there is only one WP to defend and it should be well defended)
3)All's fair out on the grid

The normal settings;
Starting resources: 20000
Starting planets: 1
Home planet value: Good
Score display: all
Technology level: Low
Racial points: 2000
Quadrant type: Custom
Quadrant size: Custom
Event frequency: None
Event severity: N/A
Technology cost: Medium
Victory conditions: Tug reaches home planet
Maximum units: 2000
Maximum ships: 300
Computer players: None
Computer difficulty: N/A
Computer player bonus: N/A
Neutral empires: No
Other game settings: The mod takes Stellar Manipulation away from the player and adds a couple of special components and facilities exclusive to the Game Master (which is why this racial trait is Banned) One of the indestructible components is the bridge which has a mineral cost of 80,000 so when the "tug" is in your posession, you will have to pay the maintenance cost (btw, also 10,000 orgs and 50,000 rads). The map has all good warp points and an even amount of rock/gas/ice and different atmospheres (ie - every system has 12 planets, one each atmosphere of each different type) None atmosphere is not represented, so you will not want this type. I REPEAT, DO NOT TAKE NONE ATMOSPHERE AS THERE AREN'T ANY!! Again this was for game master purposes (and the fact that there are no none gas giants and I wanted an even playing field).

The game is not setup yet, so please post your interest/comments here. Hope you like (otherwise I've wasted a bunch of time)!!

[ April 11, 2003, 04:49: Message edited by: Gandalph ]
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Old March 19th, 2003, 11:36 PM
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Default Re: Tug of War - Progress Thread

Seems like a pretty cool idea. I might have to jump on this, since I just finished my Last game.

How do you make the "flag" indestructable?
Would it survive even if someone captures it and can't pay the maintenance? (Normally, your ships self-destruct when you can't pay, right?) Could someone who captured it Analyze it (thus disassembling it) ? Maybe these are all things discussed before.

Would the "flag" ship have normal ship movement (6-10)? A cloaking device? Shields? Weapons? Would we have to wait till we captured it to see?

You've gotta come up with a catchy name, too. Based on the custom map you've made, how about "Galaxy Wide Web", "Tasty fly for dinner", or "Race of the Spiders"
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Old March 19th, 2003, 11:50 PM
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Default Re: Tug of War - Progress Thread

I would assume that the game master would build a new flag if the first one got scrapped from maintenance.
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Old March 20th, 2003, 12:03 AM
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Default Re: Tug of War - Progress Thread

I think the other thread you're referring to is here:
http://www.shrapnelgames.com/cgi-bin...=008404#000001

The other thread mentions that if you give a component 0 hitpoints, it is indestructable. Also, if you make it as part of a custom racial tech tree, nobody can make their own "flag ship".

It would be quite disruptive, though, if the flag ship got lost to maintenance.
Best case scenario: have a "spare" ship already built in your "solo" system, and have it located on a sector with a warp opener. If the unthinkable happens, you could have the new flag ship into position in 1 turn (either back to the center, or back where it was when it died).
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Old March 20th, 2003, 12:11 AM
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Default Re: Tug of War - Progress Thread

If you reread the game description, that is already covered. The game master has a custom racial trait already.
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Old March 20th, 2003, 12:23 AM
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Default Re: Tug of War - Progress Thread

Neat idea, and nice map!

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