Springtime Team Galaxy (STG) Rank 1+ galaxy starting in April
--- Motivated, talented and communicative players please join !---
version 1.4 changes:
-set first 50 turns at 1h ticks.
version 1.3 changes:
-added the initial restart condition (if unbalanced)
version 1.2 changes:
-added the end conditions.
version 1.1 changes:
-spacing changed to 250 (I thought Arc TG was 280, my mistake)
-planet commodities now 25-42 (was 25-40)
-homeworld stats reduced (see below)
-civ-traits reduced to 6 (down from 8 )
-Corruption set to 1.2
-Colony-module cost multiplier: 250
-Start time set 1h earlier
Springitme team galaxy is now fully sponsored. raf7 has challenged me. So we already have our 2 leaders. I would like more people to voice their opinions on the settings. Springtime will be here soon, even for those who live up north. This means most people would like to enjoy the sun too and have enough time to sleep. Therefore I would like to try a relaxed setting while keeping it fun.
Timing:
Two hours turn is a bit long and boring therefore I would like to try 90 minutes (1h30) turns. This is 16 turns a day and allows to sleep or work while missing only 5 or 6 turns. Game would start Friday at 2pm Standard Eastern Time (GMT - 4:00) It would bring the second weekend (April 23-25), when people have more time to monitor, at 7*16turns = T112, when early skirmishes are interesting. ...90 minutes ticks is opened for debate !
Size and shape:
I think 250 system spacing like in Arcady's TG is just perfect. So I'm keeping it.
The shape would be 7x3x7. A bit wider than Arc's TG but lower height to make it easier to analyze. 147 systems shared among 36 players for a 1:4 ratio.
Planets and balance:
This is intended to be for minimum rank1 players, but I'm not against inviting "some" unranked if we can't fill it. The tech-cost ratio would be 1000 to allow early skirmishers some time before the destroyers arrive.
To keep system tactics and monitoring to a reasonable time-span, systems would all have 5 planets. So for example, monitoring the take-over of a system during weekend can take 5*1h30= 7h30. Compared to a regular 6 hours conquest. Its not too stretchy. The home systems will be even for every players to keep balance good while regulars will vary a bit but never be useless. This would give an average of 20 usefull planets per players.
We should restart a TG when there are clearly imbalanced initial circumstances.
Such circumstances can easily be detected during the first 50 ticks, and I suggest two complementary approaches, set by two simple rules:
1. If, during the first 50 turns, both Team Leaders agree that the game is clearly imbalanced, then we need no further rules, and the game should restart.
2. If at turn 50 there is a Team A with less than 80% score than Team B, then Team A Captain may declare a restart.
Game End:
The game will end 50 turns after one of the team leader surrenders. Both leaders will send a message to Erwin asking to set the end turn.
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This post has been edited 13 time(s), it was last edited by Holiste: 08.04.2010 06:03.
Is it possible to invite ppl with rank lower than minimum rankl?
If yes then it would be best to use minrank 2 and invite skilled(and active) ppl.
How many race changes? What about low number like 5 or even less? in hard choices it was more like choosing where would you like to hav higher bonuses instead trading some bonuses for penalties in other areas.
Registration Date: 20.06.2009
Posts: 118
Location: Nova Scotia, Canada
Team Galaxies rule!
Sounds super, Holiste, thank you so much for your team galaxy cause. I believe 90 min ticks are perfect, and would only speak up in their defence. Otherwise, I will play under whatever settings you all decide is best. I'll be donating CS credits to this one for sure. Until then, game on, LL.
Originally posted by xmer
Is it possible to invite ppl with rank lower than minimum rankl?
If yes then it would be best to use minrank 2 and invite skilled(and active) ppl.
How many race changes? What about low number like 5 or even less? in hard choices it was more like choosing where would you like to hav higher bonuses instead trading some bonuses for penalties in other areas.
What about faster ticks at the begining?
I would really like to minimize the number of inactives and "quitters" and attract skilled and motivated players. But experience shows that is very hard to accomplish since its not related to any score/fame/rank.
Faster ticks might just discourage a player which is unprepared and misses a few turns and he could decide to quit. If we go for faster ticks, I might start the game on a Saturday.
First of all we should agree how to choose teams to minimize the chance that such a bad player distribution like in the current TG can not happen again.
I'm all for it. I do wish we could have a little bit more break between the two, but I won't complain. I would much rather not be a captain, though of course if it comes down to it, I will. Unfortunately I can not financially support a galaxy at this time, though that may change as we get closer.
I was somewhat surprised by the number of active players, and my goal to keep planets open did not succeed. Whether or not we need to add more to this one or not, I do not know.
quote:
Originally posted by Powers
First of all we should agree how to choose teams to minimize the chance that such a bad player distribution like in the current TG can not happen again.
Ideas?
What we need to do is get a pair of captains early enough to discuss these things. I would highly recommend getting these set in stone a week prior, for comfort. As far as team picking, I based my picks more on activity than score/fame.
Aside from that, we're going to need to know who wants to take a more active role, such as leading a group within the team. That way we can sort those out properly. If we get some good leaders we can better keep others involved and on track. As noted, I have no desire to captain a team, but I wouldn't mind leading a smaller division.
Of course, these are just my opinions, and may not reflect those of the galaxy creator
Originally posted by Powers
First of all we should agree how to choose teams to minimize the chance that such a bad player distribution like in the current TG can not happen again.
Ideas?
I agree we could try a new approach. Arcady's TG was obviously intended to be a training galaxy. Its a little one-sided, but not nearly as bad as I expected. Both team have their troubles, and we've seen some nice team moves from your side. Especially from you Powers.
quote:
Originally posted by Arcady
What we need to do is get a pair of captains early enough to discuss these things. I would highly recommend getting these set in stone a week prior, for comfort. As far as team picking, I based my picks more on activity than score/fame.
We could discuss and agree on common player picks, If I can get a veteran player as opposing leader, who knows the people around and their abilities/commitment etc. I too would pick based on activity and actual acomplishments I've noted by other players etc.. Rank/Fame don't tell much.
This post has been edited 1 time(s), it was last edited by Holiste: 29.03.2010 01:39.
I volunteer as Team Leader and challenge you, oh Holiste!
Suggestions on settings
- Make homeworlds smaller. At this point I find it a bit boring in terms of strategy to follow the same basic path because of the huge difference between HQ and other planets. Empires will flourish in a more balanced way and there will be a bit more of space and time to breathe during early game if we lessen that gap. Big HQ accelerates the game, and I believe we are looking for the opposite effect on TG. I would go for zero HW changes and/or reduce its commodities.
- Knowing when it ticks sounds complicated with 90m ticks. I would prefer 2h ticks (they felt great to me at AzBTG), with first 72 or 100 ticks at 30 minutes (those first are the ones that feel a bit long to me). Also, teamwork quality improves with 2h ticks.
- I particulary like the 7x3x7 (for team strategy), regular planets having commodities that can be higher than juicy planets, and the tech modifier at 1000 balancing the medium/small sector size.
Picking the Teams
We should make sure that both Teams are ok with what they start with. Since there is little that we can do before the galaxy starts, here is an idea:
- Team Leaders should be in touch during the first 50 ticks. When it is clear that balance is not present, then we re-start the galaxy (it's a pain to do that, but it's better then playing a broken game). After tick 50, we let it flow no matter what. It's not perfect, but I am sure it will help greatly.
Playing the Game
- Deception is a fun part of the game. This was the oppinion of some players on the Blue Team, while mine was different. However, I am re-evaluating my stance with an open mind, and I would like to open discussion on this.
- The countdown period should be well known before the game starts, and could be proportional to game length. For instance, 10% of length would mean a 40 ticks countdown if the winner was found at tick 400. This would allow some post-concession fun that could have effect on final score, while at the same time preserving energy and good mood for the next event.
__________________ A Jedi's strength flows from the Force.
Ah ! Now here is a worthy (and scary) opponent ! Challenge accepted !
I am noting your suggestions raf7, especially about the homeworld stats and the varied regular planets (which might even vary slithly more)
The timing is something I will assess during the next few days, as people give their impressions on the 90minutes turns. I could go for 1h as well as 2h. I just want people to voice their opinion. But...its not that hard to multiply a number of turn by 1.5
We'll see. Accelerated ticks at beginning is something I am looking at too.
However, I'm not in favor of re-rolling the galaxy once it starts. It might cause more complains and grieves than an unbalanced game. I would be more inclined to do as Arcady said. We could discuss team picks together and try to balance teams together. This involves no time from Erwin. (unless the player-pick list bugs)
As for galaxy end after victory is conceided, I wish a very short one... like 24-40 turns just enough for players to accomplish their last recent plans, smash fleets together for fun. NO extended rampaging that distorts score !
This post has been edited 1 time(s), it was last edited by Holiste: 30.03.2010 06:41.
I think we should give 90 minutes a try. I personally feel that sometimes 2hr ticks are SOOOO long it drvies me nuts...but 90 minutes could be just right, who knows
__________________ ----Its better to die on your feet than live on your knees----
Registration Date: 20.06.2009
Posts: 118
Location: Nova Scotia, Canada
Spring into action
90 min ticks are perfect, in my mind, but faster ticks at the beginning would not be fair to those who work odd hours, or have other commitments. Anybody missing out on this starting blitz of ticks would be hurt hard, and more likely to drop out of the game, or forced to have a lame game right out of the starting gate.
All is fair in love and war including deception and espionage. I still say this after I and my team suffered such and lost maybe because of it, in at least two other TG galaxies.
Just speaking my opinion; on all else I can agree on.
I guess its not easy to implement but i would love to have another kind of starmap for TG's. First idea something like a high density on each side where the players start, getting fewer stars AND longerdistances in the middle -> The main battlearea.
@Erwin [CS]: Would it be that hard to "handmodel" a galaxy for that? Would it be hard to make different sectorsizes in different areas of the galaxy?
Registration Date: 26.12.2004
Posts: 8,276
Location: Vienna, Austria
RE: Mapshapes
quote:
Originally posted by Powers
@Erwin [CS]: Would it be that hard to "handmodel" a galaxy for that? Would it be hard to make different sectorsizes in different areas of the galaxy?
It would not fit with the current model I am using, coordinates and all. It relies on all sectors being the same size, with one system per sector.
Picking the Teams
In my oppinion, deciding who's on which Team before the game starts is not a good idea (especially with the current settings), because:
- it is a very complex and long task (choices, deliberation, who participates, etc.)
- there is no clear moment when we know who participates (players can sign up after the formation of teams, and even after the game begins).
This is something I shared with the Blue Team, for your consideration.
quote:
Originally posted by raf7
Both Teams starting out with equal chances is an essential ingredient for a good game. Although it may be fun accepting a challenge to turn disadvantage into victory, I do not find that to be a fair situation to start a game with. In my oppinion, all advantages should be earned from a sufficiently balanced initial state.
I understand what Holiste means about my suggestion for a 50 turns experimentation period, but what can we do?
Imo, sufficient initial equilbrium is a basic condition for a good game, and on certain circumstances it is better to restart. What other solutions can there be?
__________________ A Jedi's strength flows from the Force.
xmer has proposed that we set the galaxy to rank2 minimum and proceed with inviting rank1 players that we know are up to it. While I would like to play rank2 TG, I think for now there are not enough rank. And its a bit elitist...
What is the general opinion on this ? I don't even know if its possible to invite lower ranked players. Anyone knows ?
I also believe that there are not enough ranked players around yet to make a rank 2 TG.
Adding rank 1 by invitation may be considered elitist, and I would say there is no one with the ability to fairly distinguish who would be "up to it".
Also, and again, imo, any team formation system that depends on Forum interaction is probably too complex to stabilize. I believe the furthest we can go is to agree on selecting a second Captain, but other than that we should follow the normal system.
I also still believe that clearly imbalanced initial circumstances should always lead to a restart.
Erwin, can we have your oppinion on this? Can this be a solution and do you see any other(s)?
Countdown period
Current default settings to end a CS game do not apply to a TG for a fair number of reasons. And, playing a score transforming countdown against an idle Team after its concession has little to do with skill (or even fairplay). Should not such a period be a short and well known one? Both myself and Holiste have suggested ways of addressing this (fixed or percentual length), and I believe that all players should know what to expect before the game starts (maybe a TGalaxy setting?).
Can we please hear from you also on this, Erwin?
__________________ A Jedi's strength flows from the Force.
A very fair way to choose the teams is with random picks. Each rank would be totaled and then X # picked randomly. Once each rank was picked then the team leaders, (Not part of pick process) should go over the player list & maybe do a trade here and there.
Then the shuffle, and play from there. (this method would be like poker, between to leaders.)
No, I will not be playing this galaxy, Guess it will be two months before I get to play another Premium Galaxy.
Oh Yes, Arc's TG was suppose to be a training galaxy, I got a couple questions answered, gave all I could to the point that I could not do much building of fleets, and still was advancing up the ladder of players to the end.
NickVanran ;-D
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Registration Date: 26.12.2004
Posts: 8,276
Location: Vienna, Austria
quote:
Originally posted by raf7
I also still believe that clearly imbalanced initial circumstances should always lead to a restart.
If you can come up with a clear set of rules that determines what "clearly imbalanced initial circumstances" are, and all the conditions are met, then I have no problem with resetting the galaxy.
quote:
Originally posted by raf7
Both myself and Holiste have suggested ways of addressing this (fixed or percentual length), and I believe that all players should know what to expect before the game starts (maybe a TGalaxy setting?).
That is a good point. Currently there is no rule that says how long a galaxy should continue to run, after one side conceded. In the case of ATG I found it should be a little longer, since some player felt they could still get some fun out of it, and the members of the defeated team receive 0 fame-points anyway.
I have no problem however to set a fixed rule, to end a team galaxy say 20 turns after one team conceded. What do you think?