Author Topic: AAR 6 - Final Doom (prediscussion)  (Read 13403 times)

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Offline Green1

AAR 6 - Final Doom (prediscussion)
« on: October 19, 2014, 03:45:16 PM »
I have decided that all of Alphacentauri2.info should be destroyed. To do this, I send my champion, the Exterminatus to do battle. It will take ALL of AC2 to fight this monster...

BUT... what is this on the horizon? OTHER CUSTOM FACTIONS???? IN MY AAR???

More seriously though. There has been an idea by myself and resident communist Jarlwolf about an interesting spin on an AAR.

Now, on other forums, there are what are called "succession games". The way it works is you play one faction for X number of turns then give the save game to a totally different player who plays the same faction, simulating different ruler changes throughout history.

But, you know I can never be that easy. Instead, I think a BETTER idea is to do X number of turns as one faction, then when you change over, let another player choose the faction they created for those turns!!

Now, for AAR 6, I will play Exterminatus, so all balance is off the table. As long as it is not Scotnoobs are anything to cheesy, anything goes.

I will be inserting myself on various threads in the Modding section of AC2 asking those to nominate opponents for the Exterminatus. They ALSO have the option to actually PLAY that faction for X number of turns while the AI plays the Exterminatus in rotation.

Of course, I do not care about winning or losing. BUT I DO CARE ABOUT STORY!! If you choose to play your faction, you must participate in the AAR!

What are your thoughts? I will play Exterminatus anyways the standard AAR way even if I have no takers because there are not much examples of alien play.

I look forward to hearing!!
« Last Edit: October 19, 2014, 04:39:36 PM by sisko »

Offline ete

Re: AAR 6 - Final Doom (prediscussion)
« Reply #1 on: October 19, 2014, 05:39:39 PM »
I like the idea of taking turns and AARing our parts.. but I'm skeptical of using monsters ourselves. However, if we're allowing scary factions, this may be my pick: http://alphacentauri2.info/wiki/The_Freelancers or http://alphacentauri2.info/wiki/Bards_of_Chiron. Do they seem fair to you? I'd probably fix the nonsensical immunity industry for bards to something else, like support.

http://alphacentauri2.info/wiki/Dreams_of_Earth is also pretty fun (forests=monoliths from the start), but probably not on the level needed to win this.

I am tempted by Annihilators.. but I don't like the risk of being too far apart on a map. They can build, and they can fight, but they really just cannot tech when left alone. If I see a map/map plan which suits them, I may say yes.

(though it's still holding back, some of these are crazy http://alphacentauri2.info/wiki/The_Energists http://alphacentauri2.info/wiki/The_New_British_Empire http://alphacentauri2.info/wiki/Texas which seem too much for even this)

I'd also offer to make the map, and show other players for fairness, if that's wanted, though it'd probably be better for someone else to CMN.

« Last Edit: October 19, 2014, 05:55:57 PM by ete »

Offline Buster's Uncle

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #2 on: October 19, 2014, 06:07:10 PM »
I did some nice graphics for Texas a long time ago - IIRC, that one's OP because of EC interest...

Offline ete

Re: AAR 6 - Final Doom (prediscussion)
« Reply #3 on: October 19, 2014, 07:19:52 PM »
And +5 Morale, +3 Econ, +8(!) commerce, level 4 reactors from start, size 12 bases from start, plus a 50% psi bonus just in case it needed it.

Though yea, more than doubling your energy every two turns would get kinda silly. If they don't spend any for the first 20 turns even without earning any, they should have a tidy 1695880 ECs. Probably enough to hard rush every SP in one go, or not more than a few turns from it. yaaaaaaaaaaaay.

Offline Buster's Uncle

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #4 on: October 19, 2014, 07:35:04 PM »
Same with the Feminine Union.

I see they haven't been wikified...

Offline Yitzi

Re: AAR 6 - Final Doom (prediscussion)
« Reply #5 on: October 19, 2014, 07:35:40 PM »
I don't think I'll be playing this one, but here's an interesting faction to play:

The Stranded:

This is a space-living progenitor faction, which lost much of their resources when they crash landed, but less than the standard ones.  They have no major ideology, but just want to summon the rest of the fleet to rejoin them (and then have some more qualified individuals figure out what to do.)  start with (besides the usual techs) Singularity Mechanics, and have bonuses:
-2 SUPPORT (not used to surviving on their own)
+2 INDUSTRY (they really want off this rock)
-50% attack (they have no real interest in conquest)
Free tachyon field at every base (salvaged military equipment)
Can exceed hab limitations by 3 (used to cramped conditions on their ships).
-1 PLANET (fairly reckless ecologically)
Free nanoreplicator and robotic assembly bay in every base (salvaged industrial equipment)

Favor Planned, cannot use Green.

(Or is this considered too cheesy?)

EDIT: Thinking it over, they're probably a bit underpowered for this set, so I'm giving them free nanoreplicators and robotic assembly bays as well.

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #6 on: October 19, 2014, 07:42:27 PM »

(Click to embiggen)
I should replace  those Usurpers bases - I was new to X at the time and didn't recognize them.

Offline ete

Re: AAR 6 - Final Doom (prediscussion)
« Reply #7 on: October 19, 2014, 08:07:05 PM »
Same with the Feminine Union.

I see they haven't been wikified...

You see incorrectly.

The images are not up because of the upload bug.

Offline Buster's Uncle

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #8 on: October 19, 2014, 08:10:17 PM »
Ah.  I was looking under "F".  I've added the illo.

Offline Buster's Uncle

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #9 on: October 19, 2014, 08:23:18 PM »
Speaking of the upload bug - I THOUGHT I remembered how to add images to the Wiki, but it wasn't working.  I'm linking from the Wiki Images album as a workaround.

Offline JarlWolf

Re: AAR 6 - Final Doom (prediscussion)
« Reply #10 on: October 20, 2014, 12:38:00 AM »
I'd be up for this, but I will NOT be playing as the Crimson Comrades.

No, I think its time for Richard Warrick or other potential factions of mine to make an appearance... maybe Portia.

Keep me updated on this.


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Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #11 on: October 21, 2014, 10:35:15 AM »
I just infiltrated BlueFlux's thread and he wants to see his Red Unit play. Not sure about AARing it though doing the AAR will not be a requirement.

Jarlwolf, The Fascists I think will be fine.'

Yitzi, balance or cheesiness has nothing to do with this AAR. Only a somewhat seriousness. I will look at the Stranded. Good chance they will be included.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #12 on: October 21, 2014, 11:00:38 AM »
I believe I have a fairly good idea as what guidelines to have to make this work. Of course, I am open to change.

Here it goes:

1. ADVANCED START. This is to get past much of the initial turns where there is nothing but survival and waiting on stuff. Of course, I have heard this has, shall we say, interesting scenarios such as folks getting random secret projects, interesting base set ups and forces.

2. Humans go first. Since I will be playing a powerful alien faction it seems only fair.

3. Anyone AARing will have a few days to play their turns, otherwise the save gets pushed to the next person with the AI playing their faction.

4. AARing is not a requirement to have me owning or being owned by a custom faction. I just think it would be cool to offer someone a chance to step in the shoes of their creation, lol.

5. If I have no takers to play a AAR as a faction for a few turns, this will become a standard single player AAR. (wussies)

6. This will be done in scenario editor to allow switching of factions. While this can allow things like viewing enemy positions, I hope it will not affect enjoyment and I would hope no one abuses this too much. I would also hope folks have the maturity not to use the editor to give themselves troops, techs, or alter landscape. That just would not be cool.

7. I am currently thinking 20 turns per AAR faction. I think that number is long enough to set your faction in a better position for the AI to take over but being short enough you would not get burnt out from playing a turn, having to put up screen shots, and posting stuff.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #13 on: October 21, 2014, 11:07:32 AM »
Forgot to add, I think that not checking the "Do or Die" option is necessary for games like this. If you do get unlucky up till a certain mission year, you will be restarted.


Offline sisko

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #14 on: October 21, 2014, 11:50:04 AM »
6. This will be done in scenario editor to allow switching of factions. While this can allow things like viewing enemy positions, I hope it will not affect enjoyment and I would hope no one abuses this too much. I would also hope folks have the maturity not to use the editor to give themselves troops, techs, or alter landscape. That just would not be cool.
I volunteer to make the switches, if you deem it necessary.
Anyone else feels like it's time to fix the faction graphics bug?

 

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