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Taldrenites => Dynaverse II Experiences => Topic started by: Dizzy on July 10, 2006, 12:27:17 pm

Title: Fun ideas for SG6
Post by: Dizzy on July 10, 2006, 12:27:17 pm
I'm looking to strike a balance between a fun server and a serious server... The latter all of which tend to have much more focus on VC hexes and PvP outcomes at the expense of the former.

So... with all past server ideas of 'fun/cool' things and features we've seen before, what are the few that stand out that you'd like to see in this server? As an example, I'm planning an area of the server where unranked matches between .67 move cost or less combat will take place.

Anyone have any ideas?
Title: Re: Fun ideas for SG6
Post by: 762_XC on July 10, 2006, 01:26:37 pm
Since when are the two mutually exclusive?
Title: Re: Fun ideas for SG6
Post by: Dizzy on July 10, 2006, 02:42:31 pm
Since when are the two mutually exclusive?

That's not an idea.  :P
Title: Re: Fun ideas for SG6
Post by: KBF-Crim on July 10, 2006, 03:02:43 pm
Her Burts PF floatilla's in a restricted, asteriod filled ,section of the map...
Title: Re: Fun ideas for SG6
Post by: Dizzy on July 10, 2006, 03:39:57 pm
That's an awesome idea! But do you think a flotilla of 5 PF's could whoop some ass on a CL? Cuz the slot area I have is restricted to .67 move class... You think a flotilla of PF's woulkd be able to hang with say... a F-CLC or a D5L?

I'd love to see that kinda stuff happen there...
Title: Re: Fun ideas for SG6
Post by: Farfarer on July 10, 2006, 04:04:28 pm
Would it be easier to pick one Race from each side and make thieir shipllist .67 MC and PF tender/Carrier/Space Control  ONLY?  I'm thinking Gorns and Lyrans or maybe Roms, and they get them at the beginning.  Plas F PFs in early era - might be deadly!
Title: Re: Fun ideas for SG6
Post by: Rolling on July 10, 2006, 06:56:03 pm
Oooh, if I win every pvp that would be fun!!!!

Ok... at least 3/4 of every match.

Title: Re: Fun ideas for SG6
Post by: Alphageek on July 10, 2006, 07:42:38 pm
I liked the Econ Wars idea of being able to attack your ally.  It brings a little more realism to flying--you know, sort of a "realpolitik" feel to things. 
Title: Re: Fun ideas for SG6
Post by: 762_XC on July 10, 2006, 11:54:24 pm
Oooh, if I win every pvp that would be fun!!!!

Ok... at least 3/4 of every match.



Just make sure you're fighting Hexx all the time.
Title: Re: Fun ideas for SG6
Post by: KBF-Crim on July 11, 2006, 12:14:20 am
That's an awesome idea! But do you think a flotilla of 5 PF's could whoop some ass on a CL? Cuz the slot area I have is restricted to .67 move class... You think a flotilla of PF's woulkd be able to hang with say... a F-CLC or a D5L?

I'd love to see that kinda stuff happen there...

Well...I'd sure be up to giving it a try...I thought the floatilla's were a blast... ;D
Title: Re: Fun ideas for SG6
Post by: KAT Chuut-Ritt on July 11, 2006, 01:54:48 am
A Starbase defense mission where the primary defender doesn't have his ship show up but gets athe fly the base, an extra tough one, make reinforcemenets arrive every so often to keep it from getting too tedious and make sure the reinforcements have large marine complements ;D
Title: Re: Fun ideas for SG6
Post by: KAT Chuut-Ritt on July 11, 2006, 01:57:08 am
A special hex with a unique mission in which the captain's ships are reversed.  It happens to be the Hex where "Q" is exiled to and he can't resist the mischief.   ;D  (use a unique terrain type to draw it occassionally)
Title: Re: Fun ideas for SG6
Post by: SkyFlyer on July 11, 2006, 02:50:43 am
A special hex with a unique mission in which the captain's ships are reversed.  It happens to be the Hex where "Q" is exiled to and he can't resist the mischief.   ;D  (use a unique terrain type to draw it occassionally)

thats a cool idea.
Title: Re: Fun ideas for SG6
Post by: Dizzy on July 11, 2006, 10:41:54 am
that's messed up, chuut. lol.

Title: Re: Fun ideas for SG6
Post by: 762_XC on July 11, 2006, 10:59:25 am
Bird of Bethke warz!
Title: Re: Fun ideas for SG6
Post by: Father Ted on July 11, 2006, 03:58:55 pm
A special hex with a unique mission in which the captain's ships are reversed.  It happens to be the Hex where "Q" is exiled to and he can't resist the mischief.   ;D  (use a unique terrain type to draw it occassionally)

I'm trying to imagine War Sears in a Fed CC+. Hillarity ensues...
Title: Re: Fun ideas for SG6
Post by: Dfly on July 11, 2006, 06:07:59 pm
Imagine DieHard in an ISC
Title: Re: Fun ideas for SG6
Post by: Soreyes on July 12, 2006, 11:58:53 am
A special hex with a unique mission in which the captain's ships are reversed.  It happens to be the Hex where "Q" is exiled to and he can't resist the mischief.   ;D  (use a unique terrain type to draw it occassionally)

I can see it now. WarSears Shows up in his B-11V and then I come along in my DF+ :rofl:
Title: Re: Fun ideas for SG6
Post by: FPF-Tobin Dax on July 12, 2006, 03:12:58 pm
Imagine DieHard in an ISC

Not hard to do at all. FPF flew as ISC in the last round of the PBR league. Just think Frog Protection Fleet.  ;D
Title: Re: Fun ideas for SG6
Post by: Hexx on July 12, 2006, 03:57:56 pm
<sigh> buncha wasted space
-Why not expand the "only ships of XX class can go here" idea. Have a big area (like asteroid field, or the super blackhole missions ED came up with) with .5 move cost, an area for the .67's
an area where the sheer gravometric forces would tear anything smaller than a DN apart..

The idea is of course to put a couple of VP hexes in each one, but keep them small enough the whole map doesn't become subdived into "only this ship can go here" areas.

-Have some created accounts with named super ub3r rare crap (ie KHK/CCZ/BCV's),or add a few things(power/shields/whatever) to an already proven design, and put bounties on the ships
Have these rare ships earn extra VP for PVP kills. But surrender VP's when they go get killed.
(ie a "hunt the Bismarck" IP game that might actually take place)

-Set up control of areas for the hex flippers, not controlling every hex, but focus on stuff like
extra VP for controlling every hex in this 5 hex nebula, or control these 3 minor planets in this area
Give the hex flippers something to plan other than "keep flipping generic space hexes"

-Have an area where ships don't count for PVP loss (All ships are assumed to have been destroyed by andros, missing fate unknown or something)

I'm sure sometime I'll have more, but I don't need to overload your tiny clouded minds with the dazzling brilliance of any more ideas atm.

Title: Re: Fun ideas for SG6
Post by: FPF-DieHard on July 12, 2006, 05:27:01 pm
That's an awesome idea! But do you think a flotilla of 5 PF's could whoop some ass on a CL? Cuz the slot area I have is restricted to .67 move class... You think a flotilla of PF's woulkd be able to hang with say... a F-CLC or a D5L?

I'd love to see that kinda stuff happen there...

The only valid test is combat . . .

Remember, the PFs from any of the "DH123" mods are weaker than the OP+ 4 PFs but they have full Power as if they had Warp Booster packs.  Gone are the days of a PF surnviving a Plasma R and living to tell about it.

Perhaps a "no recall" rule should be in affect for "flotilas?"
Title: Re: Fun ideas for SG6
Post by: Hexx on July 12, 2006, 05:55:47 pm
How did I miss the PF thing.. ahh the drugs...

The PF test isn't needed-to a degree-
Any of the decent CLC's will smack around Lyran PFs and ( depending) likely
Klink and Mirak PF's as well. Fed PF's are a bit differnt- if the photons hit they'll hurt, if they miss
they'll still hurt (what with the PH1's ) but not so much..

Rom and Gorn PF's (especially the Gorn) are going to kill any of the CLC's unless their is a large skill difference between the pilots- remember a flotilla is going to have 16-20 Plasma F's, plus a number of Ph1's. (I think the Gorn have what, 3 each?)
Dunno what ISC have, but I assume it's about the same as the Gorn/Rom
Never have seen Hydran PF's used so...
Title: Re: Fun ideas for SG6
Post by: Dizzy on July 12, 2006, 08:31:26 pm
I havent seen the PF's yet. But when I do I'll let everyone know then we can see how they stack.

Afa map VC's they havent been decided.

But the mosh pit in the middle may go something like this... No X tech, ships with .67 move cost or less. If accompanied by a wingman, said wingman must have move cost of .5 or less. I think sQuad ships and PF Flotilla groups will count as a .67 ship.


Title: Re: Fun ideas for SG6
Post by: 762_XC on July 12, 2006, 09:02:54 pm
I like the .5 wingman rule. Gives destroyers something to do.
Title: Re: Fun ideas for SG6
Post by: NuclearWessels on July 12, 2006, 09:15:07 pm
...
-Have an area where ships don't count for PVP loss (All ships are assumed to have been destroyed by andros, missing fate unknown or something)
...

Ooooh!!!  Ooooh!!!

I gotta admit - those of us who like PvP but truly deeply suck at it would really appreciate this!  Give us someplace to fight people once in awhile (or our local equivalent) without feeling like we're pole-axing our team.

BTW - Diz, if you'd like some mission tweaks done holler ASAP, because my turn-around time ain't too reliable right now  ;)

dave
Title: Re: Fun ideas for SG6
Post by: Dizzy on July 12, 2006, 09:51:59 pm
Was thinking that whole area would be a VC free zone. So yeah, you guys can go rip it up care free.

Dave, yeah, here's what I need:

Black hole type 3 player slot per side, 1 allied AI vs 2 AI mission with AI stripping. Med-large map that has some scattered rocks and will spawn and collapse multiple random black holes all over at random intervals. Have it trigger on 'shipping lane' and 'listening post' map terrain. In fact, all your missions have AI stripping do they not?

Aside from that, I need a list of your latest missions that include the following:

Player slots per side, is it a friendly space, neutral or enemy hex mission, the AI draw and how many and difficulty, map size, that kinda stuff. Bonk says other than your usual readme, there is no specific mission details. I probably wont need any special missions, but I would like to know what and where your missions show up... Bonk and I experimented with mission cloning, where the mission is duplicated and the name and internal name of the mission is changed so as to get that missions chances of showing up more often to be greater. So it'd be good to have mission descriptions to know what the better missions are and to know what Im doing.

Send me a PM and we can get down to it. And how's the little monster?
Title: Re: Fun ideas for SG6
Post by: NuclearWessels on July 12, 2006, 11:39:46 pm

Righto, not all the missions have AI stripping, so will add that info to the chart of mission specs (I've been meaning to update one of those for ages now).

Having the black holes spawning is no problem, but so far I haven't found a way to collapse them once generated, but will look into it again when I get the chance.  Other than that the mission shouldn't be a problem to produce.

dave
Title: Re: Fun ideas for SG6
Post by: Dizzy on July 13, 2006, 12:11:27 am
Cool, then let's get that and the mission specs and we are good. Thanks Dave.
Title: Re: Fun ideas for SG6
Post by: trO on July 25, 2006, 04:17:51 am
How about, or is there any way you could place a few Worm Holes on the D2 map... Just think of the fight to control either end of the Worm Hole...
The Worm Hole itself could enable a strike force to jump from there own territory into an enemy territory... Perhaps just a few hexes from a Home World.  Just an idea.  ::)
Title: Re: Fun ideas for SG6
Post by: Dizzy on July 25, 2006, 10:26:56 am
How about, or is there any way you could place a few Worm Holes on the D2 map... Just think of the fight to control either end of the Worm Hole...
The Worm Hole itself could enable a strike force to jump from there own territory into an enemy territory... Perhaps just a few hexes from a Home World.  Just an idea.  ::)

Starbase Assault scripts will change to Stargate Assaults. Same mission just about, cept there is a stargate model. On the map, whenever a player places a starbase, it creates a stargate link to all other friendly starbases and homeworlds. Using the OCI, or online campaign interface, a player may 'warp' between these points.

So if you want to deestrike and setup a hex in enemy territory, and drop a starbase... go for it, lol. It likely wont last long! And afa the prestige cost of the starbase, sorry, but we dont sell starbase insurance.
Title: Re: Fun ideas for SG6
Post by: 762_XC on July 25, 2006, 11:57:19 am
What is this, Buck Rogers? Can we leave starbases in please?
Title: Re: Fun ideas for SG6
Post by: Dizzy on July 25, 2006, 01:16:33 pm
Starbases havent been taken out. Like I said, its a starbase assault cept it adds a stargate model. You're still gonna have to fight the nasty slave girl style starbase assaults from the past 3 sgo servers. Nothing about that has changed here. Bats assaults are unchanged and as hard as ever. Deepstrikers rejoice. I have given you further purpose in life. You may now worship me.
Title: Re: Fun ideas for SG6
Post by: trO on July 25, 2006, 06:01:46 pm
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Title: Re: Fun ideas for SG6
Post by: Dizzy on July 25, 2006, 06:10:52 pm
:notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy:

+Karma my most trusted follower. Your faith shall not go unrewarded.  I shall grant you 100 extra pp at the start of the campaign.