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July 22nd, 2003, 09:19 PM
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Space Empires IV Risk!
We had a conversation on the forum a while back and it gave an idea.
SEIV Risk
The game takes place on a large "meta-map". This map represents the empires position in the galaxy and the size and strength of their empire. The Meta-Map will look like a standard SEIV quadrant map, only much larger. Several hundred systems at least.
Empires start the "Meta-game" with a certain number of systems. (One? three?) At the (begining/end) of each turn they accquire a certain number of fleets based on the number of systems they have. Say one new fleet per system. However, as with SEIV an empire has a maximum number of fleets that can be maintained. (Need to kick the numbers around but at this point I am thinking 3 fleets per system max.)
Each turn has a colonization phase, an attack phase, and a movement phase. I have not decided yet the length of the turns.
Colonization Phase
If a player has an unocupied system bordering one of their systems they can colonize it by moving one or more fleets into it at the begining of their turn. Fleets used in colonization cannot be used for attack during the same turn, although they can defend the new system if attacked during the attack phase immedietly follwing. Also, at least one fleet must be left in the system that the colonization was done from. All systems must have at least one fleet garrisoned at all times.
Attack Phase
If a player has fleets not assigned to colonization they can use them to attack another player. Territory does not have to be adjacent to attack, but players must have a path to the system being attacked. (For example you can't attack another players homesystem if it is surounded on all sides by colonized systems.)
When declaring an attack the attacking player assigns a certain number of fleets to the attack, from 1 to 5. All of the fleets used in the attack must leave from the same system and at least one fleet must be left in that system as a garrison. The defending player has available the number of fleets currently garrisoned in the system being attacked.
The resolution of the attack is determined by a one on one game of SEIV. PBW is recomended for this of course. There will be a set of predetermined default game settings, however these can be changed if both players can agree to the changes. The one exception to this is in the number of racial points available to each player.
Each player will get a number of racial points based on the number of fleets they are using in the battle. 1000 points per fleet. The attacker cannot assign more then five fleets to the battle. If the defender has more then five fleets garisoning they may not risk more then five of the fleets. The defender may choose to risk less then the total number of fleets available, but they must risk at least as many as the attacker if they are available in system. If the attacker risks more fleets then the defender has available, the defender must risk all fleets in the system. The loser of the game loses all of their fleets risked for the battle. If the defender loses the Last fleet in that system the system reverts to being uncolonized. The exception to this is battles over adjacent systems. If an attacker attacks a system of another empire that is adjacent to their own, and destroys the defenders fleets they take possesion of the system and immedietly move all the fleets risked into that system.
Example. Defender has 8 fleets. Attacker risks 3 fleets, defender risks 5. Attacker gets a 3000 point empire, defender gets a five thousand point empire. If attacker wins defender loses five fleets, but maintains control of the system with 3 fleets. If the defender wins attacker loses 3 fleets.
Given enough fleets the attacker could launch multiple attacks against the same system in the same attack phase. These will be handled as separate games of SEIV. Also it is possible for more then one attacker to attack a single system. Again these attacks will be handled as separate games. However, if all a defenders fleets in the system are risked in ongoing combat, no more attacks may occur at that time until at least some of the fleets are freed up.
Movement Phase
During movement phase players can reposition fleets not already involved in colonization or attack during that turn in order to shore up defenses or prepare for attack in later turns. Fleets can move a maximum of two systems during the movement phase. (might change this)
I am thinking no maximum on the number of fleets per system, but each system must keep at least one fleet garrisoned.
New fleets will be added each turn up to the maximum empire maintenance. Each new fleet is built in it's own system. Players can move them around during the movement phase. (This is to keep a large empire from plunking down their 12 new fleets all in one system)
Treaties
Treaties will have two purposes
First to assist in empire defense. If a system is surounded by your empires system and your allies, it is immune to attack except by your ally or your allies allies. A treaty gives a player the right to move through your system to attack.
The second purpose of the treaty is economic. It will increase the number of fleets an empire can maintain. According to some factor I haven't determined exactly yet.
I am thinking with this idea players can be added to the game at any time. Of course older players will be larger and have some advantages, but they wont be overwhelming. A small player could survive long enough to grow.
So, that's the basic idea. Comments? Suggestions?
I suppose some method could be worked out to allow team games. I haven't quite figured it out yet though. If anyone has suggestions on that I'd appreciate it.
Geoschmo
[ July 22, 2003, 20:33: Message edited by: geoschmo ]
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July 22nd, 2003, 10:09 PM
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Re: Space Empires IV Risk!
Interesting idea. I'd probably make the pieces individual ships instead of fleets though.
...And for someone who doesn't have a lot of time, you sure do have a lot of time to think of all these rules and make this post.
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July 22nd, 2003, 10:20 PM
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Re: Space Empires IV Risk!
Quote:
Originally posted by Captain Kwok:
Interesting idea. I'd probably make the pieces individual ships instead of fleets though.
...And for someone who doesn't have a lot of time, you sure do have a lot of time to think of all these rules and make this post.
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ROFL! Well, it's like this. My addiciton keeps me involved. But I don't have the time I would like to actually DO most of the things I think about unfortuantly.
Hmmm, ships instead of fleets. That is doable I suppose. It doesn't really matter since it's just a meta-game unit. I didn't suggest a number of ships in a fleet, so I guess anyone could plug in whatever number they are comfortable with.
Geoschmo
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July 23rd, 2003, 02:30 AM
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Re: Space Empires IV Risk!
Well, whenever this game gets off the ground, i'll gladly sign up for it!
During combat would we be all using the same settings (with the exception of the racial points of course)? Or would this change from battle to battle, with allowances to use a Mod in one game, while no Intel in another? Personally I think we should use the Balance Mod SJ is devising (it should be up and running by the time this game would begin). Definetly no weird Mods should be used...
...unless...
...could certain open spots on the master game board be "wild zones" where if combat takes place in that spot, the combatants have to use a certain Mod or Game Settings outside of the norm? That could spruce up the daily grind. Maybe give an extra Fleet or other bonus for surviving/winning a battle in that particular spot.
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July 23rd, 2003, 03:31 AM
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Re: Space Empires IV Risk!
Something like "The Monsterism Nebula" where both combatants fight each other as monster races instead of regular empires?
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July 23rd, 2003, 10:49 AM
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Re: Space Empires IV Risk!
Here's a cool idea- although it would be a PITA to keep track of- consistent combat maps: The first time a battle (ie a game of se4) is fought on a particular spot, the game map is saved and archived at the start of the game. Any subsequent fights over the same territory will be played out over the same map. Maybe the defender should get the opportunity to survey the map and pick their start point, or get the ancient race trait for free.
This would add a little texture to your meta-galaxy map, and players might avoid or favour certain angles of attack and defence because the "terrain" does/doesn't suit them.
You could even go the whole hog and plan out your galaxy map in advance, with one corner really dense in (say) ancient quadrants, and another corner with loads of planet-rich FQM maps and so on. You needn't pre-generate all the maps, just say "when combat occurs here, the map will be generated with the following settings"
Finally, consider making your "meta-map" wrap, or at least so big (and the players so central) that they can't reasonably back themselves into a nice, easy-to-defend little corner.
[ July 23, 2003, 09:51: Message edited by: dogscoff ]
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July 23rd, 2003, 09:45 PM
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Re: Space Empires IV Risk!
This is a great idea the only thing that sticks out - in my mind - as a major issue is time frames for one on one games. Maybe some sort of turn limit - sort of like the tactical combat. The only question then would be how to figure out victory conditions.
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July 23rd, 2003, 09:52 PM
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Re: Space Empires IV Risk!
Yeah, the time factor is probably the big stopper for soemthing like this. We could come with some cutthroat game settings that would pretty much ensure the games were small and went quick. That might severly limit the number of people that would be interested in joining though. People would have to keep in mind that losing a game wouldn't be as big a deal as with regular SEIV since it doesn't knock you out completely, just cost you some ships and maybe a system.
Geoschmo
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July 23rd, 2003, 09:55 PM
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Re: Space Empires IV Risk!
Maybe small, very small quads. Like 5 to 10 systems tops. Ten good starting planets. Low tech cost. I don't really like high tech games, but with ten starting planets and low tech cost research would go quite fast.
The games might not Last 25 turns.
Geoschmo
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July 23rd, 2003, 10:36 PM
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Re: Space Empires IV Risk!
Quote:
Originally posted by geoschmo:
Maybe small, very small quads. Like 5 to 10 systems tops. Ten good starting planets. Low tech cost. I don't really like high tech games, but with ten starting planets and low tech cost research would go quite fast.
Geoschmo
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For super-quick games, maybe just use single-system maps, or two adjacent systems. Then give each player one homeworld per "fleet" they sent in.
Would require making a bunch of custom maps, but would likely save you time in the long run.
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