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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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| | |-+  Online campaign - diplomacy, strategy, combat
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Author Topic: Online campaign - diplomacy, strategy, combat  (Read 2470 times)
ziper1221
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Re: Online campaign - diplomacy, strategy, combat
« Reply #15 on: August 15, 2010, 07:23:18 pm »

Well I wont have python till next year so you will just have to do it in wine...
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Gekko
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Re: Online campaign - diplomacy, strategy, combat
« Reply #16 on: August 16, 2010, 09:02:00 pm »

New additions:

Background story draft (Lukipela on SCDB)
Rules of engagement
Syntax of sending orders
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Gekko
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Re: Online campaign - diplomacy, strategy, combat
« Reply #17 on: August 23, 2010, 04:01:23 am »

New additions: Test game

We have played a small test game that we ended after 5 turns. Lots of issues were found and suggestions thrown around. Thank you to my guinea pigs Starcruiser and oldlaptop



* In order to go to another constellation you need to be at the star that connects the constellations. You can still move to any star in the same constellation.

* Each of the players will receive a PM on the forums that has two things:
- Their personalised map
- Copy of their faction chart with fleets and other numbers
- List of currently visible fleets

* 100% control over a constellation gives +2 points per turn

* You can see everything in the same constellation. If you are occupying a star that is linked to another constellation, then you can see the other end of the connection, but not the entire constellation.

* Two types of orders: Move & attack
- Move means: move to the star, attack if there are enemies
- Attack means: attack a specific fleet. If the opponent fleet moves before you, then you will chase the fleet. You will automatically end to the same star with the target fleet unless they escape to another constellation, out of your range

* Retreating before combat: If you end up into the same star with another player, then you can negotiate with each other. If one of the player wishes to retreat immediately, giving the star to the other player, then the other player can decide whether or not he accepts this. This means that if you end up to the same star with someone else, then you don't necessarily have to blow the opposing ship into oblivion. You can let it go. Retreating during combat still causes the penalty.

* Communication:
- All factions can send messages to the public bulletin if they wish
- Faction remains completely secret if they don't use the public bulletin. Once they write to the public bulletin, any faction can contact them
- Otherwise, factions can only be contacted by first meeting them

* Suggestion from Starcruiser: Colonies take 2 turns to setup and the vessel occupying the star cannot move until the colonization is done.
- I'm not too keen on this. I'd have to note down how long each fleet has been in each system, which causes quite a bit of extra work.

* If multiple of your fleets move to the same star from different stars, then they all arrive at the same time. You must then select a fleet which you use, like pokemons.

* Consider enabling ship scrapping
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Gekko
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Re: Online campaign - diplomacy, strategy, combat
« Reply #18 on: August 27, 2010, 12:37:39 am »

We are now gathering players. Send in your official confirmation to this thread. After that, create your own faction with the following info:

- Faction name
- Faction background story (if you wish)
- The general availability and level of commitment during the following months. Remember that we try to play one turn at least once a week

Send the faction info to me as a private message on SCDB.

This thread will no longer be updated. I'll probably post the summary of the game here, but this thread is now considered obsolete. Mods, could you lock this thread?
« Last Edit: August 27, 2010, 01:20:26 am by Gekko » Logged

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