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ESG 04 Idea Listing

Posted:
Fri Jan 29, 2016 4:41 pm
by pandasecret
Sorry for the pause - my life was kind of busy after ESG 03, but now we are back on track starting with ESG 04!
As last time, I'll carry over 2nd and 3rd place from last game and open new ideas (or you can revote for old ones - give credit to OP though)!
As with last time, simply quote the title of the idea you like to see! (total of six will be voted on during voting stage)
Idea listing closes in 84 hours (3.5 days)!
Here's the past two:
Magic Number (All subs must have exactly a certain number of drillers that each player must publicly announce on the first day. No more, no less. You may change your 'sub number' in the public chat every day and only once a day, but this must be publicly announced. No subs can be launched with the new number until you have announced it) - by blanc
Lockdown (No dormant outposts may be taken) -by tw2000
Re: ESG 04 Idea Listing

Posted:
Fri Jan 29, 2016 9:00 pm
by tw2000
The shortest paths - For any 2 outposts A and B, you may only launch a sub from one to the other IF the outpost nearest to A is B, OR the outpost nearest to B is A. For this reason pirates ands navs will probably be useful.
Oh and also because of the way I set up the rules it is guaranteed that there is at least one way to get to every outpost, and also that there is at least 1 outpost which can be only travelled to from 1 other outpost (that's only the worst case scenario, which I think is pretty impossible on map generation. Typically there would be many outposts like that).
Hot potato

Posted:
Fri Jan 29, 2016 9:41 pm
by kingtwyf1
Hot Potato: all specialists must be mobile. They may not sit at an outpost for more than 2 hours at a time. The only exception in the queen. Get moving people!!
The time can be adjusted based on what people think is fair
Re: ESG 04 Idea Listing

Posted:
Fri Jan 29, 2016 10:44 pm
by r10t--
Repost (OP - tw2000)
Blind Game:
Can only send subs to outposts outside of your sonar range (including dormants). [host option: could say sending subs to reinforce your own outposts is against rules as they would be in your sonar]
Edit: creds
Specialists

Posted:
Sat Jan 30, 2016 12:06 am
by kingtwyf1
Specialist Class
Either you can only hire offensive, defensive, or other specialists throughout the game, Applies to all players
Re: ESG 04 Idea Listing

Posted:
Sat Jan 30, 2016 12:09 am
by kingtwyf1
Blast off: all subs for every player must be launched during the same hout Up to 1 hour after a hire are you allowed to launch. No subs may be launched at any other time
Re: ESG 04 Idea Listing

Posted:
Sat Jan 30, 2016 1:21 am
by tw2000
r10t-- wrote:Repost: (I forget who made this one but it wasn't me!)
Can only send subs to outposts outside of your sonar range (including dormants). [host option: could say sending subs to reinforce your own outposts is against rules as they would be in your sonar]
It think it might've been me

Re: Specialists

Posted:
Sat Jan 30, 2016 8:55 am
by v3xt
kingtwyf1 wrote:Specialist Class
Either you can only hire offensive, defensive, or other specialists throughout the game, Applies to all players
Do you mean everyone has to hire the same class? I think it would be interesting if every person chose a class, and then could only hire that class from then on.
Re: ESG 04 Idea Listing

Posted:
Sat Jan 30, 2016 12:01 pm
by kingtwyf1
@ v3xt
Yep, that is what I meant
Re: ESG 04 Idea Listing

Posted:
Sat Jan 30, 2016 1:53 pm
by chariot rider
Checkmate
You are randomly assigned a player. Every player is assigned to someone. You can only attack that player. If that player dies you may attack other players normally.