The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: jaychant on January 14, 2009, 09:21:04 pm



Title: New Netplay Rules Proposal
Post by: jaychant on January 14, 2009, 09:21:04 pm
I just thought of a better (in my opinion) ruleset for Netplay. All netplayists (Shiver, EP, etc, etc.) please post your thoughts.

1. There is no limit to how many ships you can have and no points limit.

2. Thraddash is still banned

3. The victor is whoever loses the least amount of points, not whoever beats all the opponent's ships. So for example, if Bob destroys Bill's fleet, Bob loses 134 points and Bill loses 62 points, Bill wins.

4. Duplicate ships are allowed, except for certain ships:
Kohr-Ah
Chmmr
Utwig
Androsynth
Chenjesu
Shofixti
(Please tell me if I missed a super-ship that shouldn't be allowed to be duplicated)


Title: Re: New Netplay Rules Proposal
Post by: Dabir on January 14, 2009, 10:32:45 pm
3. The victor is whoever loses the least amount of points, not whoever beats all the opponent's ships. So for example, if Bob destroys Bill's fleet, Bob loses 134 points and Bill loses 62 points, Bill wins.
This, as well as no-duping big ships, could lead to situations in which players try to construct fleets with one big ship and a lot of little ones in an effort to have as few points to lose as possible.


Title: Re: New Netplay Rules Proposal
Post by: jaychant on January 14, 2009, 10:54:37 pm
3. The victor is whoever loses the least amount of points, not whoever beats all the opponent's ships. So for example, if Bob destroys Bill's fleet, Bob loses 134 points and Bill loses 62 points, Bill wins.
This, as well as no-duping big ships, could lead to situations in which players try to construct fleets with one big ship and a lot of little ones in an effort to have as few points to lose as possible.

...Which doesn't help unless you can win some fights with those ships. In which case it makes sense that you're the victor, no?


Title: Re: New Netplay Rules Proposal
Post by: Shiver on January 14, 2009, 11:18:07 pm
Seems a bit arbitrary. How does this ruleset improve the game?


Title: Re: New Netplay Rules Proposal
Post by: Elvish Pillager on January 14, 2009, 11:24:51 pm
By exacerbating the point-cost discrepancies. 8)


Title: Re: New Netplay Rules Proposal
Post by: jaychant on January 14, 2009, 11:28:11 pm
Seems a bit arbitrary. How does this ruleset improve the game?

The point is to change the restriction to a penalty. This makes high-value ships much more useful since they don't stop you from using cheaper ships, but instead they just award your opponent more points when defeated.


Title: Re: New Netplay Rules Proposal
Post by: Shiver on January 14, 2009, 11:48:41 pm
You still shouldn't allow dupes. It's nice that you're capping the nastiest of the bunch, but even less cost-effective ships can be dangerous in a mass. Orz, for example, benefits tremendously from Androsynth being capped while it can be massed.


Title: Re: New Netplay Rules Proposal
Post by: jaychant on January 14, 2009, 11:53:22 pm
You still shouldn't allow dupes. It's nice that you're capping the nastiest of the bunch, but even less cost-effective ships can be dangerous in a mass. Orz, for example, benefits tremendously from Androsynth being capped while it can be massed.

I actually agree.

I've also noticed that some ships, when duplicated, cause loss of synchronization. (Unfortunately, Slylandro is one of them...)


Title: Re: New Netplay Rules Proposal
Post by: Shiver on January 15, 2009, 12:02:00 am
I still don't see the point, but would be willing to humor you and try out your ruleset at some point.

I've also noticed that some ships, when duplicated, cause loss of synchronization. (Unfortunately, Slylandro is one of them...)

You might want to test that more thoroughly. A lot of things can cause desync.


Title: Re: New Netplay Rules Proposal
Post by: jaychant on January 15, 2009, 12:06:54 am
I still don't see the point, but would be willing to humor you and try out your ruleset at some point.

I've also noticed that some ships, when duplicated, cause loss of synchronization. (Unfortunately, Slylandro is one of them...)

You might want to test that more thoroughly. A lot of things can cause desync.

I don't know how to test it any more thoroughly than I already have. Somehow, when I played someone with 2 Slylandro, we lost sync (and we tried several times), but when I removed one of the Slylandro (only change), it worked.


Title: Re: New Netplay Rules Proposal
Post by: SuddenDeath on January 15, 2009, 09:57:31 pm
I still don't see the point, but would be willing to humor you and try out your ruleset at some point.

I've also noticed that some ships, when duplicated, cause loss of synchronization. (Unfortunately, Slylandro is one of them...)

You might want to test that more thoroughly. A lot of things can cause desync.

I don't know how to test it any more thoroughly than I already have. Somehow, when I played someone with 2 Slylandro, we lost sync (and we tried several times), but when I removed one of the Slylandro (only change), it worked.

I can confirm this, as I was playing with Jaychant at the time.


Title: Re: New Netplay Rules Proposal
Post by: Elvish Pillager on January 16, 2009, 02:05:26 am
I can confirm it too. I started up a game with myself with two instances of UQM running on the same fricken' computer, and 2 Slylandro made it desync.


Title: Re: New Netplay Rules Proposal
Post by: meep-eep on January 16, 2009, 08:49:48 am
I've also noticed that some ships, when duplicated, cause loss of synchronization. (Unfortunately, Slylandro is one of them...)

Interesting... could you please add a bug report to the bug database for that?



Title: Re: New Netplay Rules Proposal
Post by: jaychant on January 16, 2009, 11:58:59 am
I've also noticed that some ships, when duplicated, cause loss of synchronization. (Unfortunately, Slylandro is one of them...)

Interesting... could you please add a bug report to the bug database for that?



I guess I could try (and also report another bug I've noticed), but I don't know how good the report will be.

EDIT: I submitted the report (Bug #1048). I didn't submit the other one I was talking about because I'm really not sure what to search for to make sure it's not already there.