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  #1  
Old June 15th, 2003, 07:17 AM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: SPICE !!

make the host a player, give him 'host' tech, +30 bonus engines or something, he makes all contacts then gives the comm frequencies for org to min and rad, then if you make him invincible, he could police the game. it's an idea i've had for a while, the host policing the game if theirs conditions to be met. along with things like the host acting like a bank along with offering things like stocks and resource and ship buying and selling. the host would also enforce all this.

[ June 15, 2003, 06:20: Message edited by: narf poit chez BOOM ]
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  #2  
Old June 15th, 2003, 02:06 PM
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Default Re: SPICE !!

Or... give the non-spice players a very limited amount of spice production on their homeworld- just enough to field a few small ships- and the same for the "spicemaker." You could use a proportions cultural centre-type system to give the homeworld capabilities that colonies can't have.
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Old June 15th, 2003, 04:03 PM
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General Woundwort General Woundwort is offline
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Default Re: SPICE !!

If anyone gets this off the ground, I've got a Harkonnen speech file available for it...

"Just goes to show, never get more popular than the boss... unless you intend to sack him. (gasp) Did I say that, how impolitic of me! I must be spending too much time with that idiot nephew of mine, Rabban. Still you won't say anything, will you old chap?"
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Old June 15th, 2003, 11:25 PM
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Grand Deceiver Grand Deceiver is offline
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Default Re: SPICE !!

I had a hot date with a grill and a steak Last night so I didnt take the time to expound upon my ideas.

What really got me thinking is Gen Woundwort's Highliner Mod.

1. Host would definately have to be the Spice Producer and Policeman of the game. Might work Hand in Hand with Gen Woundworts's Highliner Mod.
Not only would the Host Produce all the Organics he would have control of the Highliners.

2. Since we are talking about Highliners and Spice it is safe to say that we are playing in a Dune Based Universe. So naturally the players would be ont of the Major or Minor Houses. If the Players are a House then all would be in contact from the start. So a map would need to be made with with a central starting point or several close enough together so that comms and trade could take place.

3. Hmmm..never thought of the buying and selling of ships!! That opens all kinds of possibilities. Maybe only a few houses have the ability to have Space Yards but NO resource productions at all...so now not only would you have to trade for Spice for the population and maintenance of your ships etc...you would have to place an order with one of the Building houses for your ships.

4. Of course each house would start off with a small stockpile or spice and production capacity but it would be at such a rate that no matter what it would alwayd be a deficit. Same for the Spice Producers with the other rads.

5. Since I am talking about a PBM or PBW game the possabilities are really endless..cause this would be a RP type game.

6. Hmmm..Emporer with Devestating Sardukar for Hire......

7. A set of guidelines would have to be published and enforced byt the host with penalties, maybe a council of houses like in the books....

I know I'm rambling now....

Wonder if houses could be modified so that they could only produce certain techs? Highliners would have to carry an uncompleted Ship to a different Sy and gift it to the house for fitting out of those techs. Then on to the next....Woe be to the house that dismantles and steals anothers tech..

Ok, I'll quit rambling......
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Old June 15th, 2003, 11:40 PM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: SPICE !!

Quote:
Originally posted by dogscoff:
Or... give the non-spice players a very limited amount of spice production on their homeworld- just enough to field a few small ships- and the same for the "spicemaker." You could use a proportions cultural centre-type system to give the homeworld capabilities that colonies can't have.
Proportions only uses one Major Starting Facility for all Players, Dogscoff.

You would need JLS, AIC Starting Racial Construction Tech and Trait programming to get Multiples Population Centers to load

ACTUALLY, AI Campaign as you noticed, all ready have the Resources measured out, between the different Races Population Centers/Cultural Centers so basically you would just what, rename and lower the Values of them for your game

[ June 15, 2003, 22:50: Message edited by: Grand Lord Vito ]
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  #6  
Old June 16th, 2003, 12:07 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: SPICE !!

Quote:
Wonder if houses could be modified so that they could only produce certain techs? Highliners would have to carry an uncompleted Ship to a different Sy and gift it to the house for fitting out of those techs. Then on to the next....Woe be to the house that dismantles and steals anothers tech..
Not really... In order to add to the ship you'd have to have the tech to design the model you're retrofitting to... INCLUDING all the previously added components.

So the Last person to add to the ship could have just done it all on his own.

The only place you can distinguish between players in this sort of area is construction, vs retrofitting/repair.

EG: Only one empire has any significant build rate...
This empire builds empty hulls, and sells them to other players.

The other players have 1 point per turn of construction capacity, so they can't build the hulls, but they can still retrofit and repair them to whatever design they like.
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  #7  
Old June 16th, 2003, 09:43 PM

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Default Re: SPICE !!

Dogscoff Absolutely, going with PvKs Cultural Centers from Proportions would be the Way to go.

GLV, the programming that Aaron Hall has made avail may do nicely for this unique and ingenuous idea.

You guys need anything, I would be glad to help.

Great, Concept GD.... Make it happen

[ June 16, 2003, 20:46: Message edited by: JLS ]
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