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Re: Orders of Magnitude

Posted: Mon Jan 11, 2010 2:24 am
by mundungus
Enpeze wrote:I am not fond of paperworking. I would prefer not to write even a single note on paper in SS. Keep it simple.

Hear, hear! (This may change if many optional rules are used, especially when incorporating with Starmada, but a stand-alone board game should at worst require pencils for scoring.)

OTOH I would love to see a way how to circumvent the trap of amassing more and stacks of ships.

I don't think that's directly the problem. The problem is when people choose to amass ships rather than exploring or fighting and the game becomes a stalemate.

Some kind of game "clock" would work wonders to prevent stalemates. The simplest clock is what older versions of Starmada scenario uses: the game ends after N turns. Games like Mastermind, Carcassonne, Agricola, and (to a lesser extent) Scrabble use this mechanism. More interesting is a clock that can be sped up or slowed down (but not stopped) by players' actions, as in Lost Cities, Tigris & Euphrates, Container, Ticket to Ride and Puerto Rico.

More discussion of this issue can be found here:

http://www.boardgamegeek.com/geeklist/3 ... mechanisms

Re: Orders of Magnitude

Posted: Mon Jan 11, 2010 10:49 am
by Enpeze
game clock sounds good and I would say this is the way to go for scenarios. But what if you want a play a campaign without pressure of time.

A "tempo" mechanic to bring more action into the game is for example the (above post) mechanic that bases produces command points which allow a player to build fleets. If you allow only an amount of x bases per solar system, this means that he has to expand to found new bases and not just fortify and defend. This would inevitably lead to a dynamic game.

Re: Orders of Magnitude

Posted: Mon Jan 11, 2010 4:04 pm
by mundungus
Enpeze wrote:A "tempo" mechanic to bring more action into the game is for example the (above post) mechanic that bases produces command points which allow a player to build fleets. If you allow only an amount of x bases per solar system, this means that he has to expand to found new bases and not just fortify and defend. This would inevitably lead to a dynamic game.

A similar limit is present in the current maintenance costs: since each system generates $3 per turn, you can only have three times as many units as you have systems. That leaves very few units for expeditionary forces. Also, since movement is so slow, you can't hope to coordinate a bunch of units for a surprise attack; the enemy will see them marching to the front.

You could theoretically increase your income with the bonus for bases in shared systems, but we found such systems too hard to build. For an alliance of two players to gain anything from this, they would need (combined) at least three bases in the system. (With two, nobody owns the system.) This costs $15 plus the time to move armies there and then build the bases, as well as the maintenance for the units involved. The player who contributes one base gets only $2 per turn; after $1 to maintain the base, that means this won't pay off for 5 turns. The player who contributes two bases gets only $1 additional per turn -- only enough to maintain the second base!

Re: Orders of Magnitude

Posted: Sun Aug 04, 2013 11:51 am
by ZenGhost
Mundungus,
Your link to OOM is not working. I sent a PM to you, requesting a copy of OOM for review. I am interested in beefing up SovStar and would like to see what you have created.

BTW, lots of really good discussions here. My sense is that some folks are interested, like me, in an upgraded version of SovStar. I have two old copies of SovStar. One was an e-copy version and the other is the hardcopy Twilight Imperium integration version. The original SovStar had a hex-tile laying mechanism like TI with systems generating resources, etc. etc. I think I may still have the pdf files for the tiles. We use to play a set gameboard, and the players get dealt hex-tiles face down. Each player would then take turns flipping over one of their tiles and placing it on the board.

I like the thought of trade routes between systems, both internal and between players, generating income and providing opportunities for commerce raiding (for income).

I propose a simplified combat system mentioned on another post for encounters that the players choose not to use Starmada to resolve (craziness not to use Starmada, but ok perhaps too many battles to resolve for turn).