ESG 06 idea listing

Strategy, feedback, or anything SUBTERFUGE-related
Fri Apr 08, 2016 11:38 am

  • how about:

    Specialist Musical Chairs:

    There is a set order of players numbered 1-8 (assuming 8 players). Every specialist you get, you must pass along to the player who is one number above yours. If your player 1 you get player 8's spec.

    Special rule to spice it up - every three spec rotations, the numbers get switched around. so now you're giving your spec to the the play who's number is 1 below yours.

    The order of players is not made randomly - it must be that you are neighbors with both your gifted and giftee.

    Option: either you get to choose the spec your neighbor does.
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    bangerz
     
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Fri Apr 08, 2016 3:03 pm

  • bangerz wrote:Special rule to spice it up - every three spec rotations, the numbers get switched around. so now you're giving your spec to the the play who's number is 1 below yours.

    We could make it a rule that you're not allowed to discuss specialist hires, or even outlaw any alliances. That way, you either have to "signal" your neighbor by giving them good hires, or you give them crappy hires to hurt them. Then, when you rotate, you have to trust that your opponent will return the favor.
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Fri Apr 08, 2016 7:49 pm

  • nojo34 wrote:
    niverio wrote:
    roadkiehl wrote:Fractal drillers:
    If you ever want to send drillers from point A to point B, you must simultaneously send an equal number of drillers from point A to point C, where point C belongs to the same player as point B. If point A has an odd number of drillers, you can have a difference of 1 driller between the two launching subs.

    Ex.
    Jack wants to attack Jill's outpost, Sagan, from his outpost, Fate. Fate has 21 drillers. Therefore, Jack launches one sub with 11 drillers at Sagan, and another sub with 10 drillers at Congo, which is also owned by Jill. Jack cannot launch the second sub at any outpost that he owns or that is owned a third player.

    Ex.
    Jack wants to reinforce Fate from Smithrand. Smithrand has 26 drillers. Therefore, Jack launches one sub with 13 drillers at Fate and one sub with 13 drillers at El-Farolito, which he also owns. Jack cannot launch the second sub at any outpost owned by another player.

    If a player only has one outpost, any attacker must also send an equal attack at a different player. Those drillers cannot be gifted.
    Specialists can either a.) behave as normal or b.) behave the same way as drillers, depending on how complicated we want this to be.

    Mathwhiz approves this

    Nojo approves this

    Silverberg approves this

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Sat Apr 09, 2016 1:00 am

  • Specs vs. drillers
    You cannot launch at an outpost (enemy or friendly) with anything other than subs with 1 driller and/or specialists. HOWEVER, mines cannot have any specialists or more than 30 drillers, and all attacking specialists must be evacuated straight after landing. If a mine has more than 30 drillers, even if they are gifted drillers, the person who owns the mine must resign.
    Last edited by tw2000 on Sat Apr 09, 2016 3:36 am, edited 1 time in total.
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Sat Apr 09, 2016 1:00 am

  • You can only move specialists around with your queen.
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    tw2000
     
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Sat Apr 09, 2016 1:03 am

  • You can only use as many hires as the worst rank you were ever in after the third day. Before the third day ends no-one can hire anything.
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Sat Apr 09, 2016 1:32 am

  • tw2000 wrote:Specs vs. drillers
    You cannot launch at a factory or generator (enemy or friendly) with anything other than subs with 1 driller and/or specialists. HOWEVER, mines cannot have any specialists or more than 30 drillers, and all attacking specialists must be evacuated straight after landing. If a mine has more than 30 drillers, even if they are gifted drillers, the person who owns the mine must resign.

    What if someone simply gifts 31 drillers to a mine?
    Imagine how stupid the average person is. Then realize that half of the people are even stupider than that.
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    niverio
     
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Sat Apr 09, 2016 3:36 am

  • niverio wrote:
    tw2000 wrote:Specs vs. drillers
    You cannot launch at a factory or generator (enemy or friendly) with anything other than subs with 1 driller and/or specialists. HOWEVER, mines cannot have any specialists or more than 30 drillers, and all attacking specialists must be evacuated straight after landing. If a mine has more than 30 drillers, even if they are gifted drillers, the person who owns the mine must resign.

    What if someone simply gifts 31 drillers to a mine?

    Ahhhh...I thought of that.......except I just realised I just said factory or generator, instead of outposts
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Sat Apr 09, 2016 8:46 am

  • Peakaboo

    If people can see your queen they can decide what specialist you hire. For example I see Janitorial's queen and I see that he has liet, double agent or hypno I can announce in all chat that I spot Janitorial's queen and he must hire a Hypno. Optional if only at base and with a hire or can work while in transit and apply to future hire. Example I spot Janitorial's queen and its in transit and I see his future hire I can say what he must hire upon landing. Doesn't apply to his 2nd hire so if he can hide his queen before than he can hire anything. Alternatively all hire must be chosen by someone else. However it would probably be easy to make an ally, park your queen near him and have him choose. If two people spot 1 queen then they take turns deciding.

    Queen's Pi

    Probably a horrible game mode in which the next base you can get whether through trading or aggression must be the shortest distance from your queen. Your queen must remain in the center few 3 bases of your empire.

    The toll

    You must pay all your immediate neighbors X drillers for promoting a specialist. So first admiral is 50 drillers, 2nd admiral is 100 drillers, 3rd admiral is 200. The drillers are evenly split by all your neighbors which you share a border with. May be negated by having lots of allies as neighbors who just gift the drillers back.

    7th day

    Every 7th day, whoever you were attacking you can no longer attack. Any subs still in transit while on the 7th day to a outpost not owned by you must turn into a gift. Could be every 3 days 5 days or whatever people feel is a better number. You can either fight someone else or wait another 7 days to start fighting again.
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Sat Apr 09, 2016 9:31 am

  • Targetted Mining
    *has to be for 10 player game*
    Before game start, everyone in the game must choose 1 outpost and say that outpost to the forum. The game is then created, trusting the creator not to favour it to themselves. Once game starts, you must make your first mine on the outpost you selected in the forum. After that, you can make more mines anywhere that nobody else claimed on the forum
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