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July 28th, 2001, 08:55 PM
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Major
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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.
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December 27th, 2001, 08:15 PM
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National Security Advisor
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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.  )
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
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December 27th, 2001, 09:17 PM
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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.
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December 27th, 2001, 09:22 PM
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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 ]
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December 27th, 2001, 09:31 PM
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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.
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December 27th, 2001, 10:14 PM
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Re: New Game Idea... Capture The Flag.
quote: 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.
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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December 27th, 2001, 10:57 PM
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Re: New Game Idea... Capture The Flag.
quote: Originally posted by suicide_junkie:
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.
Normally yes. But if you modify the planetsize.txt and sectortype.txt files, you can create a planet that will appear normal when using the mod files, but not "exsist" when using stock files. The planet is still there, as well as all the population and facilities. You even get resource production as normal. But when you look at the number of facilities it will be "25/0" or something like that. Thus if you scrap a facility, you can't rebuild one. You will just be short a facility. So I will scrap the space yards before giving the game to the players so that can't build ships.
quote: 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.
Yes I remember it. My idea borrows from that in some ways as well. But I don't have to use mod files to play mine, which makes it more conveinent for PBW. Plus I think it's cool that when you destroy your opponents flag you get a "lost contact" message.
Geoschmo
[ 27 December 2001: Message edited by: geoschmo ]
[ 27 December 2001: Message edited by: geoschmo ]
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