Variety in starting and victory conditions

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2452 days, 6 hours, 5 minutes ago
View echoclusterveteran's profile
echoclusterveteran
Variety in starting and victory conditionsWrite Reply
I started typing this in this thread http://planets.nu/discussion/needed-easy-way-to-give-away-planets and realized we had gotten off topic so I felt it was appropriate to branch to a new conversation.


At some point around 1992, Planets players (along with Tim) figured out that universal domination and annihilation of all opponents wasn't a realistic goal so that's when Tim introduced REF.EXE which allowed several distinct victory conditions.

The first full game I played on a BBS and not by mail was one of those where everybody got a huge fleet of Super Transport Freighters filled with clans and supplies and you were on the exact same point in space as everybody else and everybody had to go their own direction and establish their own home territory.  It used REF.EXE to determine the victory condition, which in this case was "Moly the Stuff of Life".

God, how absurd and boring.  I can't believe I actually played/enjoyed such a scenario, but yes, we really did just fly all around the sector and fill our freighters with Molybdenum and the first player to get a certain amount of Moly in their ships' cargo holds hold got the win immediately.  And we loved it ... but then again we had all just gotten our VGA monitors from Santa Claus so Planets was sublimely beautiful and rewarding regardless of whether you were fighting or not.

However, after that game was "over" (REF.EXE decided the outcome after about a month) we just kept playing for like a year (seriously) because it was so fun and some of us were attached to the little empire we had built.  We assumed that the "real" winner would be total domination of all 500 planets and extinction of the other.  So I was playing Cyborg and the only other that didn't finally quit was the Privateer and we played one turn per day thinking that one of us could dominate the cluster and eradicate the other ... so I had the bottom half and he had the top half and we kept building up and moving those ships around every single day and trying to figure out where the other's minefields were (in DOS they didn't show on the map).  Seriously, I played the same game 3 hours a day ... gosh how funny that memory is now.

The point system (10 for a capital ship, 10 for a planet, 1 for a freighter, 120 for a starbase) was the most common way of determining the winner in REF.EXE, but it also allowed for a planet number winning condition (like we have on Nu), destroy all opponent homeworlds as a victory condition, and games that would end at a pre-determined turn number.

And then (ahhhhh) there was the wonderful variety of setups allowed by MASTER.EXE (the universe creation program which you run once before ever running HOST.EXE) which included Crazy Intermix (most planets already owned by somebody but all ships [freighters] start at the same point in space) and Ashes of the Evil Empire (one player owned most of the map, all other players had just one homeworld, and the idea was to annihilate the Emperor, who could be the Evil Empire or any other race.  The player who destroyed the Emperor's homeworld was the winner, and if the Emperor destroyed all other opponents' homeworlds, then the Emperor won).

I never played an Ashes game but I still dream of the opportunity of playing Ashes as the Emperor.

So anyway, what if we were to try to discover our roots even more and look at adding a creative variety of starting positions and victory conditions?
2452 days, 0 hours, 18 minutes ago
View bondservant's profile
bondservant
RE: Variety in starting and victory conditionsWrite Reply
Ahh yes.  The ole Ashes of the Empire scenario.  My brother mjs68508 set one up once about 1993 or 1994.  Evil Empire was in the middle.  Map editor (loved by some) was used so that the 10 players were spread out around him.  C-Player (computer AI) played the Evil Empire and had a 20 or 50 turn head start (long time ago so not sure how long).  In the end, my other brother DragonDejhi won, playing his favorite Race the Lizards (that is when they became his favorite Race?).  Apparently though, the C-Player was not too smart and the game did not last real long (C-Player ended up building lots of Merlins) - so even echoclusterveteran could have done better as the Evil Empire :).
2452 days, 0 hours, 7 minutes ago
View echoclusterveteran's profile
echoclusterveteran
RE: Variety in starting and victory conditionsWrite Reply
The opportunity to be the Emperor in an Ashes game would be a good reward for winning the championship match.
2451 days, 19 hours, 42 minutes ago
View marklein's profile
marklein
RE: Variety in starting and victory conditionsWrite Reply

I really enjoy the Wandering Tribes start scenario. It changes up the dynamics of the mid game a lot. My favorite layout:

Each race gets 4-6 LDSF full of colonists, money and supplies. Each has no planets, no starbase, but the ships are situated in a star cluster all to their own. 12 clusters surround a very large center star cluster.

It's fun because you can easily develop and defend your original home cluster due to the vast empty space surrounding each cluster, but at the same time you have to push strongly into the cental cluster if you want to have any chance of winning the game. Players who don't understand how the timing for colonization/expansion gets changed by this don't do well. I know got my butt kicked hard the first time I played it.

2449 days, 19 hours, 5 minutes ago
View crome's profile
crome
RE: Variety in starting and victory conditionsWrite Reply
Yes. Why is it not possible to create own Galaxies with different Game-Setups? For the beginning, it would be nice to create stellar-games for private games.