Why War?
#1
Posted 29 January 2004 - 03:22 PM
#2
Posted 29 January 2004 - 04:13 PM
#3
Posted 29 January 2004 - 06:31 PM
I think that we will see a lot more bloodshed as people beocme more familiar with their surrounding territory and level of technology.
Queen Phaedra, of the Second House of Mandible Glory, Ruler of the Nine Moons and Priestess of Green Skull Clan
Formerly of the Everlasting Spawn - Empire 1728
Co-Editor of the SNROTE READER
Editorial staff kidnapped by MMB. Not accepting Submissions at this time until rescued in dramatic fashion.
No trees were killed in the creation of this message. However, many electrons were terribly inconvenienced.
#4
Posted 29 January 2004 - 09:43 PM
#5
Posted 30 January 2004 - 03:36 AM
Hence, I voted war, looking at quite a few of aggresive posters in these forums. They seem to want war, and then that is what they will get (it needs 2 for peace, only 1 to make war).
So, I do not draw the conclusion that so many want war, but that many anticipate and brace for war to come over them.
Kind regards,
United Republic of Scanners
#6
Posted 30 January 2004 - 07:20 AM
#7
Posted 30 January 2004 - 08:54 AM
Keeper of the Galactic Directory
hobknob15@gmail.com
#8
Posted 30 January 2004 - 09:20 AM
Bomb the little things and be friends with the real players.
No I think I will find some friends in my Dark part of space and hunt down others that need to be hunted.
Its all fun untell some one gets there butt kicked.
#9
Posted 30 January 2004 - 11:33 AM
hobknob, on Jan 30 2004, 03:54 PM, said:
I would question calling this a wargame. A true wargame is an actual game of war; something the simulates the military aspects and activities of war so as to prepare and educate participants for the activity of war. Given the sci-fi genre the educational aspects would be questionable. The overall focus of the game on military matters would also be questionable given the amount of game focus on resources, build queues, and the like. No, better to describe this as a game that has war as one of it's features that players can employ.
An that is the key here. War is a feature than a player can employ. It is not something that you HAVE to carry out in this game, merely an option (an interesting option for many). This game has all four aspects you would find in 4-X type games (eXplore, eXpand, eXploit, eXterminate .. aka War). But, the big difference is other such games are in finite size univerese. In other games you can explore the whole universe, you can expand into all areas, you can exploit all that's best for you, and you can (having nothing left to do) exterminate all the other players.
In SN:ROTE, not every planet will be great for you to settle. Advances in technology may make it easier to settle planets more different than your base racial traits. But, exploiting those tech advances costs R&D (a very limited resource) and materials (for building Domed Cities or Thermal Transfer stations or whatever). From an economic point of view, putting down the items that will get population loss down to an acceptable (or growing) would make the payback costs for many planets still very high. It would be much better for you and an ally (or two) to settle planetary bodies based on your abilities to minimize the amount of lost population and invested resources, maximizing the economic return. And this means sharing systems.
So instead of going out and gunning for other players, you could go out, work with others, and each work towards improving your economies. An added benefit is with trusted allies, each can concentrate on research in specific areas, so with trading you have multiple advanced techs on your ships. Yes, you will still have to build warships. Not all of your neighbors would be as enlightened as you and your allies. But an alliance ship might have 4th generation armor, engines, shields, weapons, computers, etc.... due to trading and working with allies. All the better to defend against the barbarians in other areas of the universe (and make them pay if they start something ... never start a war, but make damn well sure you finish the war in your favor).
#10
Posted 30 January 2004 - 11:35 AM
So far, Avatar and representative images of Sha'thar and other members of the Gosht Kohr are © Stephanie M. Bittler - Synnabar http://synnabar.critter.net/
#11
Posted 30 January 2004 - 02:44 PM
Y'all done the math/figurin' on what it will take to overpower a homeworld?
(typical case scenario) TWO-THREE YEARS of tech just to effectively strike fast and hard enough (AFTER you've surveyed your way all the way there) + your target has produced defenses less than 50-60% of what you're sending in his/her direction.
THATS why there will be Peace for a long while
Queen Phaedra, of the Second House of Mandible Glory, Ruler of the Nine Moons and Priestess of Green Skull Clan
Formerly of the Everlasting Spawn - Empire 1728
Co-Editor of the SNROTE READER
Editorial staff kidnapped by MMB. Not accepting Submissions at this time until rescued in dramatic fashion.
No trees were killed in the creation of this message. However, many electrons were terribly inconvenienced.
#12
Posted 30 January 2004 - 07:01 PM
Most of us haven't found a single player. I can imagine many players are thinking they won't crank up defenses until they have an enemy, but by then, it may be too late if someone finally comes across them and he's been building up an armada, it could very well be strong enough to handle whatever defenses the other guy can get going in the turns it may take for the warmonger to show up...and who says the warmonger is going to let on that he is moving an armada into position to strike the poor guys homeworld?
With this in mind, I've got a que that gives me a regular building of troops for defense, and a few research centers are always researching techs that help towards defense.
#13
Posted 30 January 2004 - 11:50 PM
So far, Avatar and representative images of Sha'thar and other members of the Gosht Kohr are © Stephanie M. Bittler - Synnabar http://synnabar.critter.net/
#14
Posted 31 January 2004 - 10:31 AM
Do you think this is possible? Or, is the combination of techs required to build such ships along with the need to survey warp points and explore first to find where to send the ships mean such a scenerio does not have as big of an advantage as one might think?
#15
Posted 31 January 2004 - 02:29 PM
Your scenario is clean cut but IMHO overlooks a couple other hurdles.
Finding another homeworld is not a small task - even with Mk IV JSS tech and lots of APs.....which translates into more time for the 'non-cruel-evil-warmonger' type to amass decent tech.
PLUS
Once the 'non-cruel-evil-warmonger' type knows you are coming (presumably at least 2 systems out - while the 'monger' is still poking about to find the right path to the homeworld), the defender gains enough time to amass enough resources to mount a fairly large defense (slap all his/her stockpiles into one design and roll em up in one big Orbital Spacestation Burrito)
Question is: Will the warmonger have at least 2 turns worth of production to stand a chance against the more feeble defender under the BEST of circumstances after luckily finding the path to the target HW?
I'm pointing out hurdles.....
Of Course, somebody will get crushed within the year and the victor will have much respect from me....I dont care how defenseless the target is....it would take one heck of an effort to even FIND a homeworld lest defeat it once they knew you were coming.
This will all change once we have nice uber engines and have things mapped out....but I wouldn't expect even the newest races to have the capacity to wipe someone out within a year (which is fine by me
Queen Phaedra, of the Second House of Mandible Glory, Ruler of the Nine Moons and Priestess of Green Skull Clan
Formerly of the Everlasting Spawn - Empire 1728
Co-Editor of the SNROTE READER
Editorial staff kidnapped by MMB. Not accepting Submissions at this time until rescued in dramatic fashion.
No trees were killed in the creation of this message. However, many electrons were terribly inconvenienced.
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