ENTRIES CLOSED - Ideas for ESG 03

Strategy, feedback, or anything SUBTERFUGE-related
Thu Dec 31, 2015 11:44 am

  • tw2000 wrote:Elimination

    I tried this once, with poor results. Ended up with 4 of 6 people resigning, one of them being me, and the winner just mined to get it over with. I don't expect this game to do any better.
    Loki: I have an army!
    Tony Stark: We have a Discord.

    Earth's Mightiest Discord Server!

    A new challenger appears! Come join the revolution!

    P.S. Those are actually 3 different links!
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    mathwhiz9
     
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Thu Dec 31, 2015 11:51 am

  • Cross Country Battle
    All subs that are sent must be sent from one outpost. Whichever outpost your queen starts at will be your launching pad, and subs may only come from that outpost. Since the queen always starts on a generator, you'll have to get all your driller back there quickly to start expanding. Queen is not allowed to move.

    Potential extras: specialists can move freely between your own bases, but not at other players bases. Same could go for drillers if you wanted.

    Science: you would have to decide whether or not to pull drillers back to the queen. If you bring them back, another player may be able to take the base before you can reinforce it.
    Loki: I have an army!
    Tony Stark: We have a Discord.

    Earth's Mightiest Discord Server!

    A new challenger appears! Come join the revolution!

    P.S. Those are actually 3 different links!
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    mathwhiz9
     
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Thu Dec 31, 2015 12:06 pm

  • Name: Top Blacklist
    Description: Before the game starts, the 6 most useful specialists (Smuggler, Navigator, Hypnotist, Pirate, Lieutenant, and Inspector) will be banned from ever being allowed to get hired, including their promoted versions. This means only Assassin, Infiltrator, Thief, Double Agent, Martyr, Revered Elder, Saboteur, Sentry, Diplomat, Foreman, Helmsman, Intelligence Officer, Princess, and Tinkerer can be hired.
    Science: How would people act if some specialists never existed? Will people compensate for them differently?
    Reporting from the Bridge
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    pandasecret
     
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Thu Dec 31, 2015 12:14 pm

  • pandasecret wrote:Name: Top Blacklist
    Description: Before the game starts, the 6 most useful specialists (Smuggler, Navigator, Hypnotist, Pirate, Lieutenant, and Inspector) will be banned from ever being allowed to get hired, including their promoted versions. This means only Assassin, Infiltrator, Thief, Double Agent, Martyr, Revered Elder, Saboteur, Sentry, Diplomat, Foreman, Helmsman, Intelligence Officer, Princess, and Tinkerer can be hired.
    Science: How would people act if some specialists never existed? Will people compensate for them differently?

    What happens when your hiring choices are navigator, inspector and lieutenant? You can't hire any of them...
    Loki: I have an army!
    Tony Stark: We have a Discord.

    Earth's Mightiest Discord Server!

    A new challenger appears! Come join the revolution!

    P.S. Those are actually 3 different links!
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    mathwhiz9
     
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Thu Dec 31, 2015 1:18 pm

  • mathwhiz9 wrote:Cross Country Battle
    All subs that are sent must be sent from one outpost. Whichever outpost your queen starts at will be your launching pad, and subs may only come from that outpost. Since the queen always starts on a generator, you'll have to get all your driller back there quickly to start expanding. Queen is not allowed to move.

    Potential extras: specialists can move freely between your own bases, but not at other players bases. Same could go for drillers if you wanted.

    Science: you would have to decide whether or not to pull drillers back to the queen. If you bring them back, another player may be able to take the base before you can reinforce it.


    Dude, this will make alliances way too powerful, all I have to do is get a 3 way alliance and we send all our subs at one person's queen.
    The Queen cant move, so she's done.

    Then the next person and so on and so forth
    blanc
     
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Thu Dec 31, 2015 5:04 pm

  • mathwhiz9 wrote:
    tw2000 wrote:Elimination

    I tried this once, with poor results. Ended up with 4 of 6 people resigning, one of them being me, and the winner just mined to get it over with. I don't expect this game to do any better.

    Yes I'm aware of this and I'm sure its a lot easier to get a player down to his last outpost than to take over that last outpost. That's why I made the rule that all players must have at least 2 outposts.
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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Thu Dec 31, 2015 5:05 pm

  • I like magic number, lockdown, and blind attack as well, would like to see them in the voting stage :3
    R10t--
    Software Engineering student by day, avid gamer by night.
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Thu Dec 31, 2015 5:13 pm

  • Territory
    If you lose 2 of your 5 starting outposts, you must resign.
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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Thu Dec 31, 2015 5:39 pm

  • r10t-- wrote:I like magic number, lockdown, and blind attack as well, would like to see them in the voting stage :3


    Yay, I would actually love to play Magic Number....
    blanc
     
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Thu Dec 31, 2015 6:07 pm

  • Heavy Duty Drillers
    You can only send heavy duty drillers, which are made up of exactly 50 drillers. (So basically you can only launch subs with drillers in multiples of 50, that is, 0, 50, 100, 150, etc.). However, each of the players cannot own 5 generators at map creation, because then nobody would be able to launch any drillers to any dormant outposts. If this happens, make a new map.

    Dependent drillers
    All subs must have a specialist on board.

    Defenceless
    No more than 5 of your outposts may contain drillers at any time.
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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