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Kassiopeia is offline Kassiopeia
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Jyväskylä, Finland
Jul 2001
time: 07:19
  Old Post 05-05-2005 08:20 Visit Kassiopeia's homepage!
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That's probably because the amount of allying has been smaller in the Eventis GO2. I also think people have felt like experimenting and have thus built up their bases even though there's necessarily no reason to do so. Of course if you have the stuff built, it's going to have some sort of difference, especially if you don't have that many allied attacks, but it's not really comparable to the situation in a typical Poly GO. In the heart of it, it's just more meat to the grinder, only it's immobile and a bit cheaper.

Skanky Burns is offline Skanky Burns
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Aug 2001
time: 14:19
  Old Post 05-05-2005 09:42
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The additional base defence makes payback periods for building a new base much quicker than that previously. The opportunity cost is lower as you get cheap extra defence, 15bp worth at a cost of 6bp.

Jamski is offline Jamski
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May 2002
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  Old Post 05-05-2005 14:28
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Opponent based OoBs are going. They're cheap, they're micromanaging, they suck. I myself didn't even realise people were sending them untill halfway through the current game.

Yes, the defender is at a disadvantage here. This is intentional. I feel that the possiblity that a defender has a third party using Allied Defence on them adds some uncertainty to the mix, however. Not to mention that the attacker has no idea what the defender may have built that turn, or if they are shielding. I'd argue that the attacker's advantage in being able to tailor their OoB to the opponent, although of some value, is not the most critical factor.

Joncha, D is cheap, yes, but if you can only post 1 defensive OoB, I expect people will be aware of the dangers of Disengaging from a frigate ping!

-Jam

Jaguar is offline Jaguar
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Montgomery County, MD
Apr 2000
time: 00:19
  Old Post 05-05-2005 14:40
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There are NO redeeming qualities to D. Kill it. It is the worst single rule the game has ever had.

Jamski is offline Jamski
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May 2002
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  Old Post 05-05-2005 14:47
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Ok. D is kylled.

-Jam

Jaguar is offline Jaguar
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Apr 2000
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  Old Post 05-05-2005 15:31
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SWEET.


No more 19BP fleets sitting out in space.

Spiffor is offline Spiffor
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Nov 2001
time: 06:19
  Old Post 05-05-2005 19:01
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What happens in the following scenario?

MarkG and DanQ are sworn allies. On round 258, they expect their alliance to be attacked, but they don't know whom of them exactly will suffer. MarkG decides to defend DanQ's base. DanQ decides to defens MarkG's base.

What ahappens when Ming and Rah make an allied attack on Mark?

Spiffor is offline Spiffor
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  Old Post 05-05-2005 19:10
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I've also seen an incompatibility:

A player will now die if he begins two consecutive turns without a base. Good. It means that a baseless player HAS to attack and succeed right after he went baseless, or he's toast.

However, since it is now possible to send spies on baseless players, it's fairly obvious that the baseless one will be crippled by enemy spies. As such, being baseless will be the equivalent of death, because you're sure somebody will prevent you from attacking (thus preventing you from surviving) next turn.

Kassiopeia is offline Kassiopeia
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  Old Post 05-05-2005 19:19 Visit Kassiopeia's homepage!
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Oh. That's a very good point. Of course, if you retain your anti-spy measures and may use them even when baseless, then maybe we could just up their number to three or keep it at two to compensate. So you'd always have at least one anti-spy in the pocket in case you go nomadic.

Jamski is offline Jamski
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May 2002
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  Old Post 05-05-2005 20:03
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quote:
What happens in the following scenario?

MarkG and DanQ are sworn allies. On round 258, they expect their alliance to be attacked, but they don't know whom of them exactly will suffer. MarkG decides to defend DanQ's base. DanQ decides to defens MarkG's base.

What happens when Ming and Rah make an allied attack on Mark?


Ming and Rah would face the forces of MarkG and DanQ. It would be a big battle.

quote:
I've also seen an incompatibility:

A player will now die if he begins two consecutive turns without a base. Good. It means that a baseless player HAS to attack and succeed right after he went baseless, or he's toast.

However, since it is now possible to send spies on baseless players, it's fairly obvious that the baseless one will be crippled by enemy spies. As such, being baseless will be the equivalent of death, because you're sure somebody will prevent you from attacking (thus preventing you from surviving) next turn.


Not an incompatiblity. Intended. Spy = death. Another rival eliminated.

-Jam

Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:19
  Old Post 05-05-2005 20:33
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Lose 30 kilos (of popups)

Couldn't you just use anti-spy?

Jamski is offline Jamski
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May 2002
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  Old Post 05-05-2005 20:44
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If you had one, I guess so.

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 05-05-2005 20:53
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What about:

A spies and attacks B. B spies C. C spies A.

Kassiopeia is offline Kassiopeia
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  Old Post 05-05-2005 23:59 Visit Kassiopeia's homepage!
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Big battles I definitely like the idea of a mutual protection pact like that. Can several different fleets engage in Allied Defence? That is, more than two.

Jamski is offline Jamski
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May 2002
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  Old Post 06-05-2005 00:00
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In that case A would be prevented from attacking B. If B had spied on A instead of C, the two spies would have cancelled, but C's spy still prevents A from attacking.

Its not torpedo science.

Jamski is offline Jamski
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May 2002
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  Old Post 06-05-2005 00:08
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quote:
Originally posted by Kassiopeia
Big battles I definitely like the idea of a mutual protection pact like that. Can several different fleets engage in Allied Defence? That is, more than two.


1.) Its NOT a mutal protection pact. Player A might send Allied Defence on Player B, but there is nothing to guarantee that Player B doesn't simply build a Shield, or attack Player C, or even does Allied Defence with Player D.

2.) Several different fleets could get involved in an Allied Defence if they all sent orders to defend Player A, for example, and Player A was then attacked. Of course, Player A could only return the favour to one of them. And Player A would be very trusting to let multiple players know his OoB.

3.)It could also be a trap. Send Allied Defence, use a DIFFERENT OoB to the one agreed, and get a third party to frigate ping you. The Allied Defenders are then treated as a seperate attack, one that the defenders have the perfect OoB match for. Or vice-versa, the Allied Defender has made a deal with a third party and uses the OoB knowledge to launch the perfect strike.

-jam

Spaced Cowboy is offline Spaced Cowboy
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Nov 2001
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  Old Post 06-05-2005 00:20
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Can't see that one coming into play very often.

Kassiopeia is offline Kassiopeia
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  Old Post 06-05-2005 02:02 Visit Kassiopeia's homepage!
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quote:
1.) Its NOT a mutal protection pact. Player A might send Allied Defence on Player B, but there is nothing to guarantee that Player B doesn't simply build a Shield, or attack Player C, or even does Allied Defence with Player D.


I picked my words poorly. I fully understood the idea in the first place , I just referred to the general idea of having mutual allied defence work as a possible deterrent for allied attacks. (How daft do you think I am?) And besides, you can call it a pact, you can break a pact regardless It's just another word for "alliance".

Sparrowhawk is offline Sparrowhawk

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  Old Post 06-05-2005 05:25
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I thought when you were baseless you lost ALL specials (Spies, Shields and Anti-spies). In which case the anti spy wouldn't be an option for a player with no bases and a spy would kill them.

Or do you only lose Spies and Shields? In which case the anti spy would be the only option for a baseless player facing a spy.

Or am I missing something ?

* Sparrowhawk

Jonny is offline Jonny
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Nov 2000
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  Old Post 06-05-2005 05:29
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Kylling D

Getting rid of nomads quickly

Allied defense

Getting rid of opponent based OOBs

Jaguar is offline Jaguar
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Apr 2000
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  Old Post 06-05-2005 05:30
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quote:
Originally posted by Jonny
Kylling D

Getting rid of nomads quickly

Allied defense

Getting rid of opponent based OOBs

Almost agreed.

Kylling D

Getting rid of nomads quickly

Allied defense

Getting rid of opponent based OOBs

Kassiopeia is offline Kassiopeia
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  Old Post 06-05-2005 05:39 Visit Kassiopeia's homepage!
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The antispy SHOULD be useable and in store if you lose all bases, even if it isn't yet.

Jamski is offline Jamski
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May 2002
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  Old Post 16-05-2005 23:49
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Ok, let's roll with this:

The proposed changes (If its not mentioned then let's assume its not in need of any change)

1.) Spies
Spies need a slight modification. The aim of the game is to get more fights and more clear eliminations, right? With this in mind:

  • A spy will now stop Disengage orders.
  • If two players spy on each other, the spies cancel each other and their orders proceed as if no spies were used.


2.) Overlords With No Bases
Overlords with no bases need to shut up and die. Or at least die faster.
  • A player with no bases cannot use or build any specials except counterespionage.
  • A player with no bases at the beginning of a round must capture at least one base that round or be eliminated.
  • It is possible to use a spy on an player with no bases.


3.) Captured Bases
If those overlords get back into the game by capturing someone's bases, they then often have to sit a few turns, unable to do much due to lack of home bases. So...
  • A player who captures some bases when they previously had none at the beginning of that turn automatically trades the first 5 captured bases for one home base. If there are less than 5 bases captured, tough, play as before.

This allows the player to at least have the option of building ships or specials the next turn.

4.) Allied Defence
As his orders a player may instruct the GM that instead of attacking or shielding he wishes to perform an Allied Defence. This works exactly like an allied attack, except the target is a friendly planet.
  • Both fleets must have the same OoB, or the defenders will treat the allied defenders as enemies!
  • If player A sends orders to make an allied defence with Player B, it is possible both that Player B returns the favour and sends orders to make an allied defence with Player A, or that they trust Player A to defend their bases and attack a third Player.
  • If a player orders an allied defence, but is themselves attacked at home that turn, their fleet will cancel the allied defence order and defend at home. Defending home bases has priority over rushing to assist a rival.
  • Because of the above rule, it is always assumed that allied defence uses the whole fleet.
  • Should the defence fail, the player that was attacked loses his bases as normal, but the assisting player(s) is safe.


5.) Domination Victory
If a player has more than 2/3 of the bases in the galaxy, or more than 75% of the shipping tonnage they may claim a domination victory. If this is accepted by the other players then the game ends. No player is forced to accept domination, and has a right to fight to the last.

6.) Base Trading
No longer to be allowed at all.

7.) Opponent-based OoBs
To be restricted. You may submit one seperate offensive OoB and up to 3 defensive OoBs. This should cancel the defensive advantages slightly of putting an OoB for every situation. Imagine if you like the unreasonable situation where an admiral desperately tries to identify the attackers while leafing through a huge sheaf of contigency plans.

Some clarifications:

Weapon values vs unusual orders:

Lasers x2 vs Unopposed
Torpedoes x2 vs Unopposed
Fighters x2 vs Unopposed
Lasers x1 vs Manouvre
Torpedoes x1 vs Manouvre
Fighters x1 vs Manouvre

-Jam

Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:19
  Old Post 17-05-2005 00:05
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That sounds very w00tly!

Jamski is offline Jamski
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May 2002
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  Old Post 17-05-2005 00:20
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I was thinking about the idea of Overlord Traits. Now, I don't know how serious this suggestion would be yet, but I was developing a vague idea that it would be kinda interesting if every player had some kind of fixed advantages/disadvantages thoughout the game, somewhat like faction bonuses in SMAC.

Industrialist - +10 extra BPs on the first round. Can build one extra homebase before the cost rises.

Defensive - +20% to lasers, torpedoes and fighters when defending.

Cautious - Fleet takes no damage when it runs into an opponent's shield.

Paranoid - Starts game with an extra shield generator.

Cunning - Starts game with an extra spy and a free counterespsionage use, applied automatically the first time they are spied on.

Agressive - +20% to lasers, torpedoes and fighters when attacking. May not build shield generators.

Communist - All captured bases count as home bases, but home bases only produce 3 BPs/turn. Cannot be combined with Enslaver.

Tactical Genius - May use M orders twice in their OoBs.

Enslaver - Home bases produce 6 BPs/turn, while captured bases only produce 1 BP/turn. Cannot be combined with Communist or Assimilator.

Alien - May not use spies or shields. Immune to spies and shields.

Assimilator - One captured base is converted to a home base each turn. Cannot be combined with Enslaver.

Laser Obssessive - May use Lasers 3 times in their OoBs.

Fighter Ace - May use Fighters 3 times in their OoBs.

Artillery Master - May use Torpedoes 3 times in their OoBs.

Long Ranged Weapons - Always counts as "Backed off" in combat (Lasers x0.5) Further "Back off" orders double the effect (Lasers x0.25), while "Close in" will counteract it (Lasers x1)

I would propose that each player could select any 2 before the game starts, and these would be kept secret untill used. Once used, the traits would be displayed in the normal update table for everyone to see. Some traits, like Industrialist and Communist, will automatically be revealed on the first round because they will affect the BPs available. Just an idea. The actual proposals for the next GO game are in the post above.

-Jam

Kassiopeia is offline Kassiopeia
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Jul 2001
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  Old Post 17-05-2005 00:27 Visit Kassiopeia's homepage!
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The traits system will require quite a bit of dancing to make it balanced. My main concern is that like in Nascar there will be one specific trait that everyone will use. The killer traits (aggressive for instance) have been already nerfed quite a bit to make them less palatable, though

Jamski is offline Jamski
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May 2002
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  Old Post 17-05-2005 00:37
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I like to think they're prebalanced. And all players having the same traits to choose from means that even if unbalanced, it is at least FAIR. The first big choice of the game - which traits will be the best of the 102 possible combinations?

Lord Nuclear is offline Lord Nuclear
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That could be quite an interesting idea. However, I think it might be a better idea to assign two traits to each game character, and then we choose the character. That way, the GM could make sure it was balanced, and it would fit better if there was a back story.

Jamski is offline Jamski
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  Old Post 17-05-2005 00:42
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That would also be w00tly. I would quite like to see a return of many of the current characters though.

Kassiopeia is offline Kassiopeia
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  Old Post 17-05-2005 00:45 Visit Kassiopeia's homepage!
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Ah, Nuke's idea is great But I too want to see General Ordin, among others, returning; an Aggressive Tactical Genius perhaps?

 
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