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Ideas for imperiums and OSGs

I have idea for Imperium or OSG: You are Redwing the leader of Alkari and you want to win biggly. You are only restricted to Yuge ship designs beyond your initial colony ship and two scouts. Go big or go home.

I tested this variant on hard and it's doable.
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(May 13th, 2020, 07:58)utwig Wrote: I have idea for Imperium or OSG: You are Redwing the leader of Alkari and you want to win biggly. You are only restricted to Yuge ship designs beyond your initial colony ship and two scouts. Go big or go home.

I tested this variant on hard and it's doable.

Sounds like a fun variant. I think it'd work as an OSG concept.
Quote:Get the heck out of here, you nerd!

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(May 13th, 2020, 07:58)utwig Wrote: I have idea for Imperium or OSG: You are Redwing the leader of Alkari and you want to win biggly. You are only restricted to Yuge ship designs beyond your initial colony ship and two scouts. Go big or go home.

I tested this variant on hard and it's doable.

Well, we'd certainly have to build factories rather than warships at the start this time mischief .

I wouldn't want to try this on Impossible, but it sounds interesting on hard. I would suggest being allowed to build scouts at the start, more to prevent the first few turns being very dull for the player than for any actual advantage. If we want to disallow scout blockades we can limit the number (6?) or say that you can't leave them in orbit around a planet you don't own.
It may have looked easy, but that is because it was done correctly - Brian Moore
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(May 15th, 2020, 11:04)shallow_thought Wrote:
(May 13th, 2020, 07:58)utwig Wrote: I have idea for Imperium or OSG: You are Redwing the leader of Alkari and you want to win biggly. You are only restricted to Yuge ship designs beyond your initial colony ship and two scouts. Go big or go home.

I tested this variant on hard and it's doable.

Well, we'd certainly have to build factories rather than warships at the start this time mischief .

I wouldn't want to try this on Impossible, but it sounds interesting on hard. I would suggest being allowed to build scouts at the start, more to prevent the first few turns being very dull for the player than for any actual advantage. If we want to disallow scout blockades we can limit the number (6?) or say that you can't leave them in orbit around a planet you don't own.

You still scout with your initial scouts, only you don't leave them parked over planets. In this variant you don't build many colony ships you leave that to the AI, though on larger map you would need more huge colony ships. One of scouts can get destroyed by guardian.
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Based on the convo in Cynehard's thread, what if it's just Meklar/Imp/Medium/5? Seems like enough of a good challenge!
Quote:Get the heck out of here, you nerd!

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(June 19th, 2020, 08:53)Bionic Commando Wrote: Based on the convo in Cynehard's thread, what if it's just Meklar/Imp/Medium/5? Seems like enough of a good challenge!

Might actually get me to finish that part of The Challenge, too. I've had some out-of-game reasons to avoid it, but it's definitely a real challenge all right.
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So my schedule has become rather chaotic and restricted, but I thought I'd see what looks good to everybody now that our over-friendly bugs have been voted Buddies in Chief of the entire Galaxy!

Arnuz had a suggestion for an especially difficult variant (no-bombs Impossible cats) in the OSG-36 thread, which would definitely be doable with strong play, and quite challenging, and Bionic Commando's suggestion above - standard Meklar on Impossible - might be a more comfortable step up after the mighty Klackons in our last game. I'd be up for trying either one on 1oom, assuming there's a version that works on everyone's machine, or we can just keep going with SDragon's update of kyrub's patch.

What does everybody think?
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(June 29th, 2020, 01:02)RefSteel Wrote: Bionic Commando's suggestion above - standard Meklar on Impossible - might be a more comfortable step up after the mighty Klackons in our last game.  I'd be up for trying either one on 1oom, assuming there's a version that works on everyone's machine, or we can just keep going with SDragon's update of kyrub's patch.

What does everybody think?

I like the idea of giving the Meks a go - I don't think they've featured for a while. I'll try and get 1oom installed - and also SDragon's patch, which I forgot to install for the last game duh .
It may have looked easy, but that is because it was done correctly - Brian Moore
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(June 30th, 2020, 12:29)thrawn Wrote: Nice to see so much activity and so many new faces and that everyone is doing well smile

Great to hear from you. It has been fun, although I'm not sure exactly how impressed you would have been with the OSG before the last one. We were a bit rusty mischief .
It may have looked easy, but that is because it was done correctly - Brian Moore
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Speaking of being a bit rusty lol, I would be interested in a Merklar game. I need to see about installing SDragon's patch and trying a game or two, it has been a long while since I played.
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