Registration Date: 20.06.2014
Posts: 2,068
Location: New York
4 hr tic war galaxy
Players have requested longer tics. This galaxy will start Sunday November 17th at 20:00. It is a war-only galaxy. The rules and settings are as follows ...
The game starts with everyone locked into a war stance against every other player. The auto-attack feature has been added. This prevents joining fleets with other empires, as any ship, fleet or planet with turrets will automatically attack each other.The Hyperspace energy is set to 20% strength to promote battles.
NOTE ... Although reputation is is set to zero, you will still suffer a hit for bio-bombing.
The galaxy density and or galaxy size will be adjusted and the galaxy will be reshuffled if more then 7 players join, to make sure there are enough planets to go around.
I have rarely played this game in years because I like teamies and alliances, not war-only. Partly, it's a female thing--women are a little more into relationships than men--on average. Vive la difference!
Recently, I quit playing MMOs entirely because real life got too interesting. But long tics do not take that much time and I could make that much time for the best game going.
If the game is to survive, we need new players, and we need to keep them. If we can attract enough of them at once, we can do beginner galaxies with 30-minute ticks. These must NOT drag on until everyone is bored. They should end after 300-400 ticks timed so a teamie starts right after. The welcome notice must inform them that advanced players are delighted they are here, eager to answer questions in the forum beginner section, and that they do not have to win that first galaxy. ALL players are hoped for in the team galaxy to follow. Their skill level to start a team galaxy does not matter because the teams are balanced by matching apparent skill levels.
Registration Date: 20.06.2014
Posts: 2,068
Location: New York
Thread Starter
RE: I like alliances and teams.
War-only does not mean no chat. Also I have been hanging out with others in the chat room. The longer tic galaxies were requested by the active players we have now, which is good for real life people that have a life other then CS. I'm ready for a relationship. Wanna go steady ?
The problem with fast ticks (like you said) , is that, real life gets in the way.
I agree with you also that game length should only be long enough to produce a clear victor. For this reason my galaxies are around 250 or 300 turns. To make this possible, planets are large with high production.
This post has been edited 2 time(s), it was last edited by War_Cross: 08.11.2019 13:45.
Registration Date: 20.06.2014
Posts: 2,068
Location: New York
Thread Starter
RE: I like alliances and teams.
Maybe the next galaxy will be a 4 hr. tic diplomacy galaxy if most players want one.. The only rule will be that joining fleets with friendly empires will not be allowed. We have lost many good players because of joint attacks and hurt feelings. You know that.
The problem with team galaxies, is that the 50/25 fame split is inherently unfair. You could be a good player and end up with 25 fame points or the weakest player and end up with 50. This is great if your a weak player. That's why the weakest players are always requesting teams. Of course the chit-chat idea is appealing, but you can still have in game chat with any setup. It's just that with war-only ...
(1) You will have to scout your own planets.
(2) You will have to get your own resources.
(3) You will win or loose with your own strengths or weaknesses.
After all ... this is a war game. There should not be a participation trophy.
This post has been edited 1 time(s), it was last edited by War_Cross: 10.11.2019 12:31.
Registration Date: 20.06.2014
Posts: 2,068
Location: New York
Thread Starter
Here we go
Here we go ... I'm stuck in a corner. It happens to me most of the time. Just bad luck I guess.
For the new players ... Having your home system spawn near the center of the galaxy is advantages to you. There will be many more systems and planets closer to you. It is actually the biggest piece of luck that can bestow you.
I always try to minimize luck when I make galaxy settings, but HQ placement, I can do nothing about. It's random.
Registration Date: 20.06.2014
Posts: 2,068
Location: New York
Thread Starter
RE: Here we go
I doubt I will win this galaxy because of my poor HQ placement. I'm thinking maybe Radiance will win this one. She is a very strong player. I'm hoping to find her HQ soon, so we can have a relationship.
Registration Date: 21.06.2009
Posts: 1,390
Location: SEMO USA
RE: Here we go
WC, you could place every one in the center of the galaxy if you wished to. Just like in the 2D galaxies or the Team Galaxies. We do have that option, You can ask someone to layout the home systems for each player and go from there.
Erwin will have to put the players in their location and then the game is on. That way no one gets a corner location.
Nick
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Spend not that, that you hope to make, spend only that, that you have on the things that you Value most.
Registration Date: 20.06.2014
Posts: 2,068
Location: New York
Thread Starter
RE: Here we go
Thanks for the suggestion Nick. But I think having a little bit of luck is a good thing. I don't want to win every game, or no one will play. I want players to continue joining galaxies cause they are having fun and may win one once in awhile, so we can continue to recruit new players and build our base of active players.
Originally posted by War_Cross
The problem with team galaxies, is that the 50/25 fame split is inherently unfair. You could be a good player and end up with 25 fame points or the weakest player and end up with 50. This is great if your a weak player. That's why the weakest players are always requesting teams.
At best I consider myself a slightly above Average player, and as such I have no problem with the 50/25 split with fame points in Team Galaxies. If you give one a try you would understand the reason behind the fame point distribution.
I've played many a Team games where I was responsible for providing resources or cash. Meaning I had very little fleet. No fleet - No score. My role was vital in those games, but because I had no Fleet I would receive very little Fame points, even if I was on the winning Team. The 50/25 split was a way to deal with that problem
It also means strategies that most would not even consider under the standard Fame point distribution are now possible.
Registration Date: 20.06.2014
Posts: 2,068
Location: New York
Thread Starter
I don't like teams.
I don't like to rely on other players to win a game. A couple players drop out, become inactive or make stupid moves and the game is screwed. I could list many reasons why I don't like team games, especially the ones you post. Your tics are too fast with hundreds of planets to micromanage which gives me a headache, takes too much time and cuts into the time for real life things I need to do.
This post has been edited 1 time(s), it was last edited by War_Cross: 21.11.2019 13:43.
Registration Date: 21.06.2009
Posts: 1,390
Location: SEMO USA
RE: I like teams.
I to like the team galaxy. I also was a provider of cash and resources for the team. The team protected my planets (all high resource and banking). I would also build turrets and shields to help protect my worlds.
The team was the gold, keep them well supplied.
We had hv ship builder in the rear and people in the front producing fighter, then in the end the front and rear groups would join to fight it out and take over as many production planets as possible, while searching for the other teams fleet. We sometimes had 4 teams in the same galaxy. That was wild.
Nick
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Spend not that, that you hope to make, spend only that, that you have on the things that you Value most.
Registration Date: 20.06.2014
Posts: 2,068
Location: New York
Thread Starter
Inactive Player
This is a 7 player galaxy with 6 players and 1 inactive player. Which means I will get stuck with too many planets again. It uses too much real-life time trying to micro manage so many planets. I won't make this mistake again. Future galaxies will be reshuffled after density and galaxy size are adjusted to match recommended with players joined.
We have 1 inactive player. His planets should be considered off limits. DO NOT conquer his planets. It would not be fair to other players for 1 person to have 2 extra juicy planets. Fairness is the goal. Thanks
This post has been edited 1 time(s), it was last edited by War_Cross: 23.11.2019 14:41.
Originally posted by War_Cross
This is a 7 player galaxy with 6 players and 1 inactive player. Which means I will get stuck with too many planets again.
Why would you be stuck with to many planets? If it's to much for you to handle, then don't colonize them. Seems pretty simple to me.
quote:
Originally posted by War_Cross
It uses too much real-life time trying to micro manage so many planets.
I won't make this mistake again. Future galaxies will be reshuffled after density and galaxy size are adjusted to match recommended with players joined.
Curious! What is the ideal number of planets. I mean, when it is the number of planets just right for the time you have to commit to the game. Plus let's not forget Governors. A simple Governor can make the game so much more enjoyable and lessen the Micro-management task.
quote:
Originally posted by War_Cross
We have 1 inactive player. His planets should be considered off limits. DO NOT conquer his planets. It would not be fair to other players for 1 person to have 2 extra juicy planets. Fairness is the goal. Thanks
Please don't impose rules after the fact. Who are you to dictate what another player do?
If you want to limit the number or colonies a player can colonize, then start them with that number of colony ships and bump the Colony modifier up to 10000.