As Joshua stated that this game format is for getting new players into action fast, it's good to see that there are some veterans joining.
Let us help new players get into action the right way. Not just to slaughter our neighbours on first sight. Or it should be to get rid of all those nasty veterans :)
See you in space and don't hesitate to ask questions in this forum.
Don't worry dark'a'man we're still in trials for this. So the new signups are still hitting the computer. When we have them start into the game they will be in their own game with max rank.
This looks like a fun concept. I expect to be eliminated. I have no idea how to win with this race. But, I plan to have a lot of fun in the process. I have my little 10 planet cluster mapped out. I just plan to defend it until someone attacks. Then mayhem, fun, pillaging, more mayhem, more fun, ground assault, more mayhem, more fun, commerce raiding with cloakers, yet more mayhem, and even more fun.
I picked the Rebels as no one else did. I have played many games of planets over the years and love all the changes that are being made here on. planets.nu. There are still things that I would like to see.
Just checking if the starting position algorithm is working well. Does anyone in this game feel like they have a poor/unfair start position? If so raise your hand so I can have a look.
@Joshua: I have two Amorphous planets side by side in the small group of planets that are mine. Not really bad but was surprised to find two already! I'll make it work...
Oh I almost forgot... the Scoreboard is showing the Evil Empire as dead, zero planets, etc. But I am over his homeworld and there is definitely a starbase there and a ship. The wipe the dead race thingy is obviously not working. :P
That can still happen. The rest of your position looks pretty good though. Tip: Since you are playing the borg you should be heavily over-taxing (up to 20%) your natives before you assimilate them. You can get some massive money from those insectoids before they are all gone!
The EE is actually gone. There was a host order issue where he's removed AFTER you scan. So you detected the ship/base but they don't actually exist. They should disappear next turn.
So if i read it right the kill race ability removes starbases,ships and clans.
Geoff you likely still have a nice advantage with a planet sitting with 10k cash and good minerals for an instant base.
Also you know nearby there is atleast 1 decent native with some cash as well :) :)
1 issue with kill race a little later in the game.... if a player finds himself totally outsmarted by a privateer or crystal player. in original days the ships were there for the taking and was just reward for good play (different to farming an enemy that leaves behind huge fleets)
Instant erase of all ships would be a big disadvantage to rob equiped races. perhaps there is a small turn(3-5turns) window before the ships are deleted to allow ships already in the grips of crystal/priv to be aquired? similar might apply to empire who was just about to SSD IA 2-3 bases but the enemy resigns and leave the EE nothing for his efforts..
I can see this sort of issue coming up later into games.
Also, after this host ran: A ship with 18 fuel and only requiring 1 to reach the destination arrives empty and ony one clan left? I went back and checked and that was definitely not what I ordered.
Sounds like a Privateer stole your fuel and most of your cargo. With most of your cargo gone, a trip that should have cost 1 now costs 0. With 6 Privateers in the game, we all probably have one adjacent to us. Time to pop out some minefields!
Half way to the ship limit already, I figure we'll hit it at turn 14 - 15. I need to hurry up and push out a Darkwing before that. Some PBPs wouldn't hurt either, I guess its time to pick out that one lucky neighbor...
Btw, @Joshua I love this new game format, its like starting out in the mid game. Lots of fun, not too serious, a good way to break up my more important 2 / week games. Great idea, great execution. Thanks, and keep it up!
Hitting the ship limit so quick is kind of interesting. In a way it should really help the Crystals and Privs, yet the kill race function can really hurt them too.
As much as I don't want to help the Crystals and Privs near me, I think it would be a lot more fair if all ships inside a web field and all ships that have already been robbed dry are immune to kill race.
It happend again. Killrace does not work, folks. One Turn after drikan left the game one of his ships destroyed my scout. Two turns later is his replacement attacking me.
Oops, I guess I just assumed that the game would slow down after 15 turns. I guess it is 1 day per turn for the whole game. This is going to be brutal!