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Adagio is offline Adagio

Emperor

Jun 2001
time: 06:18
  Old Post 01-05-2005 03:53
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quote:
Originally posted by Dauphin
The bigger bug feature is, of course, you'd have to be really stupid not to co-ordinate with your team and tell them where your ship is so that no-one targets you. (Unless your teammates are gits and deliberately target you anway).


Of course you have to co-ordinate with your team-mates, but I was talking about the shipplacement (you don't know where the other team has placed their ships)


quote:
Originally posted by snoopy369
(...)


I like both ideas, but I'll let the players make the choice (as said 1000 times before)

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:18
  Old Post 01-05-2005 03:59
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quote:
Originally posted by Dauphin
The bigger bug feature is, of course, you'd have to be really stupid not to co-ordinate with your team and tell them where your ship is so that no-one targets you. (Unless your teammates are gits and deliberately target you anway).

But I repeat my earlier post.


I was thinking more along the lines of throwing a 'dice' to see if your shot would actualy hit at what you aimed at. If the dice goes against you, it would land in a tile next to it and thus be able to hit one of your own.
Something like anyway.

Adagio is offline Adagio

Emperor

Jun 2001
time: 06:18
  Old Post 01-05-2005 04:04
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I'd say throwing dices doesn't really belong to a battleship game

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:18
  Old Post 01-05-2005 04:05
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I like snoopy's ideas very much, except for different ships having different abilities, too confusing I think, certainly at first. We could always expand later on when everyone is used to to the basics.

Spaced Cowboy is offline Spaced Cowboy
Emperor
Dallas TX
Nov 2001
time: 23:18
  Old Post 01-05-2005 04:26
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Snoopy,

Option 1 is a gm nightmare. Maybe I did not read it correctly, but it would involve sending maps to each player since they cannot see others ships on the main map.

Option 2 would take longer than my proposal. At an average of say 50 square to win, would take fifty turns.

We could play my game on a smaller grid, say 3x3, and disable moving.

Adagio is offline Adagio

Emperor

Jun 2001
time: 06:18
  Old Post 01-05-2005 04:31
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quote:
Originally posted by Spaced Cowboy
Option 1 is a gm nightmare. Maybe I did not read it correctly, but it would involve sending maps to each player since they cannot see others ships on the main map.


Hmmm... I read* it as all players of one team knows of all other players (of the same team) ships so the gm will only have to make two maps, one for each team


* Or more like "I assumed"

Jonny is offline Jonny
Emperor
Nashville, Tennessee, USA
Nov 2000
time: 23:18
  Old Post 01-05-2005 07:00
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I'd play.

But, IMHO, you shouldn't have the capability of moving in the game. That makes it a lot more luck-dependent (and perhaps a longer game) than the traditional rules. You have to keep it simple, lest it go the way of Society. Just make it like regular battleship, but with everyone on one big board. There's one map, showing where shots have been fired, and if they were hits or misses. Each player has five ships and gets (number of ships left/2, rounded up) shots per turn. Any extra shots hitting a square on the same turn have no effect. Last one standing wins.

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:18
  Old Post 01-05-2005 08:15
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quote:
Originally posted by Spaced Cowboy
Snoopy,

Option 1 is a gm nightmare. Maybe I did not read it correctly, but it would involve sending maps to each player since they cannot see others ships on the main map.


It's individual maps of course - but you can easily work that in a spreadsheet, i could make that easily. I don't deny it would be complex, but it's not that hard, either. I suggest it because it might be more *fun*.

quote:

Option 2 would take longer than my proposal. At an average of say 50 square to win, would take fifty turns.


With each player, 10 or more, firing once each? It would take a week at most. 100 squares, 10 updates at most most? Perhaps you don't understand what I mean?

quote:

We could play my game on a smaller grid, say 3x3, and disable moving.


I think i have a problem with the individual grids, is why i don't like your idea; it is too weird having to choose who to shoot at, and lends itself to the problems of NW, where it matters none what you do, but only who chooses to pick on you, but with less options defensively...

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:18
  Old Post 01-05-2005 08:17
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quote:
Originally posted by Jonny
I'd play.

But, IMHO, you shouldn't have the capability of moving in the game. That makes it a lot more luck-dependent (and perhaps a longer game) than the traditional rules. You have to keep it simple, lest it go the way of Society. Just make it like regular battleship, but with everyone on one big board. There's one map, showing where shots have been fired, and if they were hits or misses. Each player has five ships and gets (number of ships left/2, rounded up) shots per turn. Any extra shots hitting a square on the same turn have no effect. Last one standing wins.


That could work, except the board would end up being huge ... and I strongly dislike the shot calculation; normal battleship rules generally allow you a constant 5 shots per turn, because otherwise luck (who sinks the first ship) matters too much, as the rich get richer so to speak. Typically salvos of 5 or 3 or 1 are allowed to each player regardless of ship counts (at least in my neck of the woods).

Sparrowhawk is offline Sparrowhawk

King
Canada CST
Apr 1999
time: 23:18
  Old Post 01-05-2005 10:35
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Sounds like a number of different ideas about how this could work.

I had envisioned a grid whose size depended on how many players were playing.

Each player is an individual with only one ship against all others and gets to choose their size ship (and I think some incentive for the larger ships, perhaps more shots as suggested to prevent everyone from taking size 2 ships).

To start the game each player sends a list of perhaps 5 locations for their ship to be (not in order of preference, just 5 different spots in case others have conflicting spots). The GM would then select from the lists spots for each of the ships and begin the game notifying the players of the final location of their ships.

Every round each player would fire their shot (or shots) in the form of a PM to the GM and the GM would reveal the map updated with Hits and Misses visible for all to see (and an update of who was sunk). No one would know who fired which shot.

Game continues until only one ship is still afloat.

Is this too simple? It seems the other options have much more strategy and a much higher level of difficulty. Not sure if we are looking for a simple adaptation or a complicated one however

* Sparrowhawk

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:18
  Old Post 07-05-2005 19:03
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* Dauphin wanted to bump this, then thought of a really bad pun to do it with, and then decided to leave it at a bump.

DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:18
  Old Post 07-05-2005 19:23
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What was the pun?

Hopefully not something along an 'I see no ships' line.

Adagio is offline Adagio

Emperor

Jun 2001
time: 06:18
  Old Post 07-05-2005 19:43
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Here's my idea how the game should work:

- Each player has the normal number and size of ships (1 5-tile, 1 4-tile, 2 3-tile and 1 2-tile*)
- Each player can fire 3 shots per turn
- Shots are sent via pm
- For each hit a player makes he/she gets 1 point**
- If two or more players shoots the same tile (the same turn) they will all be credited if the tile contains a ship
- Moving is not possible
- All players will be on the same map
- The width and height of the map will be: 10 + number of players



** Scoring is just for stats... the winner is of course the player who survives
* I don't remember the name of the ships



Is this agreeable?

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:18
  Old Post 07-05-2005 19:46
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The size should be somewhat smaller; 9+(players/2) would probably be better. That is in line with original battleship (9+2/2) and doesn't grow too rapidly - remember the size will be increasing by an increasing amount

Other than that, it's fine by me ...

snoopy369 is offline snoopy369

Emperor
Of the Peanuts Gallery
Apr 2004
time: 23:18
  Old Post 07-05-2005 19:46
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Standard ship names btw (from what I recall):
Carrier : 5
Battleship : 4
Cruiser : 3
Submarine : 3
Destroyer : 2

Adagio is offline Adagio

Emperor

Jun 2001
time: 06:18
  Old Post 07-05-2005 20:03
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quote:
Originally posted by snoopy369
The size should be somewhat smaller; 9+(players/2) would probably be better. That is in line with original battleship (9+2/2) and doesn't grow too rapidly - remember the size will be increasing by an increasing amount


Isn't the original battleship 10x10? And that is for each map
That makes ~80% of the map empty

While if we use your idea for two players it'll be ~60 of the map that is empty


With ~80 tiles empty in the original game for each player, that makes ~160 empty tiles for two players, while with my idea it's ~100 empty tiles for two players. You idea only has ~60 empty tiles for two players


Or do I remember wrong about the map size in battleships?

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:18
  Old Post 07-05-2005 20:36
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quote:
Originally posted by DrSpike
What was the pun?

Hopefully not something along an 'I see no ships' line.


I have trained you well, however it was more along the lines of "You sunk the Battleship (thread)".

ColdWizard is offline ColdWizard
King

Feb 2000
time: 00:18
  Old Post 07-05-2005 20:56
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Random thoughts.

1 ocean for each team.
Varying number of shots based on ship size. Bigger ships get more shots but are easier to hit.
Free choice of ship size by players. Destroyer fleet vs Battleship fleet for example.

DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:18
  Old Post 07-05-2005 20:59
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quote:
Originally posted by Dauphin

it was more along the lines of "You sunk the Battleship (thread)".


I'm glad you avoided that.

 
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