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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:28
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Hmm. Thinking of ways to make 'defend' useable ... You'd either have to make it doable alongside making a special (which probably overpowers it), or make it doable alongside an attack (not sure if that works at all or not, most attack with nearly all their fleet anyway), or ...
... or make it doable through joint defense. This is also very powerful, possibly too much ... but if all players must use their action that turn (ie no action) to do it, it could be useful (and less powerful because there's no guarantee anyone will attack).
Or, what about making it like a counterspy? You can do it say three times the whole game, it doesn't count as an action (you can do it alongside making a special), but you can't increase the number of times you can do it? Or, make it a special itself - you must build it, start out with none - but if you use it, anyone who wants to can send ships to defend you? (Thus not as much disincentive to defend, as the defendEE must use the special).
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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:28
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Well, I would allow someone to send their fleet to defend another, but I still can't see anyone doing it. Gifting ships is a total no-no though. Gifting bases is still allowed under the current rules.
Joint defence (i.e. two fleets protect two empires) is not only too powerful, but goes against two basic concepts of GO, that of backstabbery, and that of the time involved in interstellar battle. We have to preserve the idea that an overlord sends an order, the ships go into hyperspace, and they emerge a week later, well beyond communication range. You have to decide in advance which empire your ships are attacking or defending. We can assume that some kind of hyper-gate technology combined with orbital defences and system ships allow you to defend all of your own bases, no matter the size of your empire, but to defend another overlord's empire MUST require the redeployment of your fleet to their territory.
-Jam
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:28
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I presume giving bases away is there for three reasons-
1) It's already technically possible, by two people attacking each other with 100% of forces (or just one person while the other person has D as his first order) ... les flexible perhaps, but technically possible
2) It's even more possible through allied attacks; just promise to only take 1 base out of the next 10 you take through attacking together, and that's giving 4 bases.
3) There should be *some* way to reward people for favourable actions; it increases the strategic options.
Transferring bases, if not particularly logical (it's easier physically to trade BPs than bases imo), is the least damaging to the fabric of the game. As said before, transferring BPs is identical to transferring ships, as they can be interchanged essentially (in one direction anywho). Transferring BPs and/or ships means you have the possibility of huge shifts in the balance of the game; Jamski and I for example each had >100 bps available in recent turns, and had we sent those to an ally, would have quite dissapointed someone who, say, was thinking Jonny an easy target, and suddenly found him with 250bps of ships and a target more difficult to kill than they thought.
It also imbalances the game, because it strongly *encourages* players to do this - say an alliance of four players, in a 20+ player game not unreasonable, the three players go out on attack, gain some bases; transfer half of their BPs to a fourth player, who builds up a huge army, and also transfer their bases to him primarily. He builds up a lot of spies, as he is undefeatable by any reasonable size force - he's basically 2.5 teams, plus the fact that he has more bases, and has no losses from shipbuilding. The only way to beat him is a larger alliance - or someone else with this strategy as well. It is quite unbalanced, and not good for the game.
Am I right, Jamski? 
And why wouldn't anyone do it? I think the only issue is what are the penalties you might suffer from it - are you unable to build a special that turn, etc. I think the benefits/penalties can be managed effectively, to make it possible to do it. I don't think it should be *common* - and certainly if there's a better way to ensure more action in this game on both sides, i'm all for it - but there will be situations where it's used, i'm sure. (Well, fairly.)
One question - is it impossible that a defensive 'advantage' might be created - either a natural one or a 'special' - like fortifying in civ? That's the other way this could be handled; if you can set it up so a single player in theory has a chance against an attacker, either by strict numbers ie 150% strength on defense, or by some sort of OOB option only available to defenders (perhaps "F" can be used once during the battle, for example, which allows the defending general to adjust his tactics mid-battle eliminating bonuses from 'bunched-spread out' and 'close in-back off') for the rest of the wave?
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:28
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quote: Originally posted by Lord Nuclear
I think that's much too powerfull. |
Which one? 
quote: Originally posted by several of y'all
I think they whould still have tactics, you should be able to deploy them where you choose, even though they are immobile, you still can set them up for a defense, as opposed to an offiensive fleet that has to approach in the formation.
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They would likely just boost your gun numbers in defence of the home planet, while using the same tactics your entire defence fleet would use.
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Sattelites can move too. Perhaps not closing in, but they can bunch up or spread.
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The point is not the physics of it but the gameplay I could certainly suggest physics reasons why it wouldn't work - satellites don't have enough power to move very fast or far, so the opposing team chooses the distance; and the satellites must be deployed at normal distance, or they will not be able to cover the whole system effectively.
Anywho, at least from my point of view, if you could have all lasers and go close in, they would be way too strong. You'd have a x4 x3 = x12 strength per bp (and even higher relative, if you guess right on the bunched/spread factor). Making them as Jamski describes - TLF - makes tactics irrelevant for them, individually, and only would affect the sort of fleet opposing them, anyway; and it seems to me it would still be too much extra added on to the x3 you already get. (But, allowing partial or full tactics would be one way of ultimately balancing them, if they turn out not to be worth x3 alone.)
quote: Originally posted by Sparrowhawk
As the would often have regular ships with them I think they would need to have tactics, it would seem to me a nightmare to not give tactics to the defense ships while having tactics to the regular ships on defense.
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Not at all. In the spreadsheet, it would be one extra line, really - adding in the direct value of the defense platforms after the modified strength of the rest of the ships. Piece of cake.
(For those of you without a spreadsheet handy here is a breakdown of how it calculates: )
A: (Total raw strength of side with weapon X)
B: (Weapon factor: 2 or 1 depending on opp. weapon)
C: (Range factor: .25-4 based on both choices)
D: (Formation factor: .5 or 1 or 2 based on opp. choice)
E: (Maneuver factor: 2 or 1 based on last weapon)
F: A*B*C*D*E
You'd just add a line after F:
G: Defense Platforms
H: F+G
I'm assuming the defense platforms basically shoot at single power, but with all three weapons - ie, if I have 50 defense platforms, then regardless of which weapon I choose, I get +50 to my total; Maneuver would presumably not affect them either.
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:28
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One thought ... if they're just a single weapon that fires with each of them at one bp strength each time, that makes them ... somewhat less useful than 3x. Most defenders if aware they'll be facing superior firepower will leave a single weapon fleet behind (such as mine), or in any event the attackers will usually have one primary weapon (or certainly will after this anyway ). That means you're only getting 1.5bps worth of use much of the time, or less.
IE, my OOB last round was LML-xxx (single weapon). Even if I had defense platforms, they'd have only given me 1bp worth of value, as I was done after the first wave; a single laser ship would have been as valuable, in fact more so as close in would have been useful.
I'm starting to think you might need to make them more useful - for example:
- Make them fire at strength 2 (or 3) with each weapon (probably too powerful)
- Make them as requested single weapon types (but no maneuver, no other factors)
- Make them fire, at 3 power, in their own weapon type - ie, your oob could be PPL-MTT
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:28
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quote: Originally posted by GeoModder
Here's a way to force a bit more balanced fleets:
A player is not allowed to have a tonnage amount of a particular weapon to be in excess of the sum of both other weapon types.
It ensures that never more then half of ones fleet is built from the same weapon type. But the problem is that if after a battle a player lost tonnage mostly in one weapon category, his ship construction orders (if any) are pretty clear to other Overlords. |
Why would you want to do that? It's one thing to make rules or more accurately balances that take single weapon fleets out of the running as "obvious choice for everyone", but they should still be a viable strategic option, sometimes. As an occasionally used tactic, they're good for the game as far as I am concerned ... another strategic/tactical option, and certainly not harmful, as long as they are not *the* choice, but one of many. Which they have been in this round of GO, as some people choose single or nearly-single weapon fleets (ie, Paddy, Spaced Cowboy, etc.) in general, some people (ie, me) choose to leave behind single weapon fleets, and many (most) people choose a mixture. Proof that whatever Jamski did a few rounds ago worked. 
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:28
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quote: Originally posted by Smiley
I don't feel that boosting defenses would solve the problem- we'd simply have bigger alliances. It also adds complexity.
Instead, I'd suggest introducing a new special which would be used like a shield and would negate alliances and force them to fight individually. Thoughts?
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Um, not too useful; problem with that (and with ambush, as Geo says it's similar in nature) is that you still have to fight *all* of them - so it is only useful when you have a massively superior fleet that won't take any losses, IE useful for people in the lead maintaining their lead. Admittedly, Defend wouldn't be used often except by leaders also, but it could help anyone, at least ...
Also, it's yet another special, and unless you're already winning, you probably can't waste the turn building it - why not build a shield instead and just have them bounce off of you, unless you are sure you can destroy them all without any damage??
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