I had a couple of long-distance charts set up, expecting them to
arrive two turns later. I did my math very carefully to make sure I'd
know when to expect a report (missing or otherwise).
I sent fly A to star A, and fly B to star B.
To my bafflement, I got a chart back on star B this turn. The fly
could NOT have gotten there yet. I was certain.
In exploring my report further, I find that fly A is reporting the PV
on star B. He just HAPPENED to be passing through on the way to
colony A, had chart orders when he stopped for a potty break at star
B, and decided he might as well chart it while he was there.
OK, this was serendipitous, though not what I had planned.
So, I look for fly B to reroute him to some other purpose. He is not
in deep space. He is not en route to star B. Where oh where could he be?
HE stopped for a potty break at somebody else's colony and got swatted.
Guess I need to start drawing lines between destinations and check
for hazardous rest stops, huh?
ONE coincidence was merely amusing (and lucky). Both in one turn was
hilarious and seemed worthy of mention.
Hope you smiled.
Genny
At 09:46 AM 2/24/09, Jon wrote:
>The reasons for the limit in the past were:
>1) data entry costs -
>2) processing time -
Agreed, not a "problem" now.
>3) game run-away - if one player gets off to a relatively unhampered
>start, they can out-build, out-colonize, out-destroy, out-scout, etc.
>every other player in the game since the number of actions are
>ultimately determined by PI. The more you allow in a turn, the faster
>the gap will happen between the haves and the have-nots. We
>constantly fought against drop-outs and people who lost interest
>seeing their empire percentile plummet.
This is a very good point. Of course, you can't fill up even 30
actions at the earliest part of the game, since you only have a
handful of ships to give directions to, and a very small stockpile of
PI to build with. It seems that the way you use those early actions,
combined with raw luck, determines what you'll have to work with down
the road when the action limit becomes a factor. (If you spent all
your early PI building stations or a humongous battleship, you don't
have a lot of scouts to direct, shuttles to set up, etc.) So, play
style and experience make a lot of difference in the need for more
than 50 actions. At this point in the game the top dogs can always
find something to fill up more actions if they had them, but the poor
hypothetical rookie who didn't grab (or luck into) a lot of territory
at the very beginning may not have 50 things he can do at this point,
because he doesn't have the network and the income stream to work
with. So, even with the 50 limit, the player that gets a good start
can outrun, outbuild, etc. the little guy, and there's no way more
actions would really help the underdog - there's still more PI
flowing into the leaders than he can hope to attain unless he's very,
very lucky or very, very good and takes out another player
successfully, and the rookies are going to get discouraged.
I'm also mindful of those who HAVE hours and hours of personal time
to strategize and organize, who would take unlimited actions and
tromp all over players who just can't put in that kind of time. So,
the 50-turn limit helps to level that playing field, like a timer in
a chess tournament. It forces all the players to think about what
their most important moves are, because you just can't consider every
possibility and pre-think every scenario. You have to make choices,
and unlimited actions would take away that challenge.
All that being said, I'd love to have unlimited actions, or at least
more than 50. I could do a lot with it. But, like the time limit in
chess, action limits are part of the Way The Game Is Played and I
think we should have a limit. Going from 30 to 50 was good. Would
more be better? If so, where do we stop, 75, 100? Having that many
could be virtually the same as no limits, so back to Jon's very good point.
>... The players may get annoyed
>fighting robo-empires all the time.
The robo-empires we have now may not be a production feature at
all... they were created to fill in gaps when several test-game
players dropped at the very beginning and we NEEDED the positions to
be filled to make an effective (and fair and fun) game for the
remaining players. Hopefully a production game will start with a good
number of players and no robo-players will ever be created in the
first place. However, the robot function is also being thought about
for guys "on vacation" who choose to have the system generate orders
for a limited time when they KNOW they will not be able to get a turn
in. It may not generate ideal orders at all - so it's the player's
choice whether to skip the turn and possibly fall behind (especially
in the early part of the game) or allow the system to decide what his
empire does while he's away. This is still under development, and as
always, suggestions are encouraged from our test players and past
Masters of the Galaxy. Robo-empires are not supposed to replace live
players - I don't like playing when I KNOW some of the positions are
robots - takes some of the interpersonal fun out of the game. (No, I
DON'T know which empires are robots! I'm coming to some conclusions,
but not necessarily basing my decisions on my assumptions. Being
wrong could be fatal. And there's always the chance that a Live
Person could pick up one of these dropped positions and change the
course of history.)
>...There were only two empires left, you see. So the guy at 100% dropped
>the game and the last guy standing won.
That's hilarious. And very unsatisfying for the last two players. But
I can see how it could happen. The last guy hid well enough that he
legitimately won, IMHO. But I'd hate to be the guy at 100% spending
MONEY to hunt for him. THththttt. Here's a point for the flat-fee
concept, at least. He might have dragged it on indefinitely and
finally found the guy if he didn't have to pay by turn to do it. Bet
people wouldn't drop as readily if they didn't have to make that $6
decision every week.
It's good to hear from you out here, Jon - thanks for taking the time.
Genny
I think unlimited actions is a bad idea. Like you said earlier, the empire that gets the "golden" starting position would increase his lead over the other empires because they could outspend all the other empires. As far as the number of actions leaving it at 50 would not be a problem with me.
fg
On Tue 09/02/24 09:33 , Davin sent:
I absolutely disagree with this one! What about the player that turns every system they control into PC's where the other players do the colonies/PC scenario. The PC player would have far more actions than the others.
fg
On Tue 09/02/24 12:25 , James White sent:
I agree. Leave it at 50. But if you do send your old reports to a buddy playing in the game, I do hope you're getting $$$ for it! <GR>
f
On Wed 09/02/25 10:15 , Jon sent:
I don't know what the effect will be with increasing the number of
actions. As Genny pointed out, when players are paying 6.00 per turn,
they tend to stay in the game only until they believe that the outcome
is no longer in doubt. Since you are going to charge a flat fee, and
I assume they can join as many games as they want, then they will be
more likely to drop a position and move on to a game where they are
doing better. This will allow the "run-away" scenario in the game
they dropped for those Empires that border their (now defunct)
empire.
Players being players, they may even send their old turn sheet to a
buddy so that they can quickly colonize and/or destroy their empire
and directly benefit. There is no way to stop this.
So, I would vote to not increase the actions. 50 seems plentiful, and
I would even play with 30.
Jon.
On Feb 24, 10:33 am, Davin <da...@talisman-games.com> wrote:
Once again, I disagree. If I knew that my percentile was below the average, and it was constantly dropping each turn, I would tend to destroy all protecting elements in my PC's and give my latest turn report to somone in the same boat that I was in before I dropped my position.
f
On Wed 09/02/25 11:02 , Davin sent:
On Feb 25, 11:15 am, Jon <Jon.ca...@paladin.net> wrote:
> I don't know what the effect will be with increasing the number of
> actions. As Genny pointed out, when players are paying 6.00 per turn,
> they tend to stay in the game only until they believe that the outcome
> is no longer in doubt. Since you are going to charge a flat fee, and
> I assume they can join as many games as they want, then they will be
> more likely to drop a position and move on to a game where they are
> doing better. This will allow the "run-away" scenario in the game
> they dropped for those Empires that border their (now defunct)
> empire.
I would think that they would be LESS likely to drop a poor position
because it isn't costing them hard dollars to continue playing just to
see how it comes out. Of course, that also means that they don't have
a big cash capital investment they're trying to protect, either, just
an emotional one. But I think they'd tend to keep playing that
position (maybe not as enthusiastically) while they started another
game as well. (I expect most GT players to be playing in a few
different games at once anyway.)
So I don't know which way it's likely to swing. What does everyone
else think about it? Will typical players be more likely or less
likely to drop out from an effectively free game than a pay-by-turn
game where they're not in competition for the top slots?
BTW, Jon... the robots don't play aggressively but they do play
defensively, so a dropped position isn't going to be a push-over.
That was sorta the point of having a robot to keep things going in the
first place.
> So, I would vote to not increase the actions. 50 seems plentiful, and
> I would even play with 30.
So limiting it to 30 wouldn't be a problem for you, Jon, but what do
you think that would do to game balance? Would you recommend dropping
back down to 30 actions to try to keep the larger empires from running
away as badly?