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ESG05 Ideas!

PostPosted: Fri Mar 11, 2016 2:49 pm
by pandasecret
After the tiring month of ESG04, we will now enter voting procedure of ESG05!
Submit ideas and endorse others if you want to see them in game.
If there are fewer than 6 submissions runner-ups from last vote will be included in the voting and participation stage.
I know Mathwhiz9 had a Everstone idea (no promotion allowed); please post it here now!
My idea for this game is "Restless" - After arriving at an outpost, ALL drillers must leave within 8 hours (one production cycle). Newly created drillers are exempt from this rule, but as soon as they are sent, all must go. Whenever you are leaving an outpost, all drillers must leave. All specialists are exempt from this rule. I expect Tycoon/foreman will be useful as they can increase the amount of drillers to send before having to lift off again.
Voting and Participation Stage will start Sunday afternoon/evening.

Re: ESG05 Ideas!

PostPosted: Fri Mar 11, 2016 3:35 pm
by nojo34
So here's my idea: Class Based Warfare. . We pick a specialist "Class" offense, defense, or other. Eveyone is only allowed to hire from this class.

Or if we want to get fancy, each person gets there own class that they pick before the game starts. For example. I choose defense and Mathwhiz picks offense. I can only hire defenses specs while math can only hire offensive line.

The official list is on the wiki

Re: ESG05 Ideas!

PostPosted: Fri Mar 11, 2016 6:32 pm
by janitorialduties
nojo34 wrote:So here's my idea: Class Based Warfare. . We pick a specialist "Class" offense, defense, or other. Eveyone is only allowed to hire from this class.

Or if we want to get fancy, each person gets there own class that they pick before the game starts. For example. I choose defense and Mathwhiz picks offense. I can only hire defenses specs while math can only hire offensive line.

The official list is on the wiki


What do you think about maybe two classes? The 'Other' specialist class seems to mostly consist of specialists that synergize with other specialists.

Here are the Classes

PAPER-Utility
Princess
Hypnotist-King
Diplomat
Foreman-Engineer
Navigator-Admiral
Elder
Intelligence Officer
Tinkerer- Energy Nerd
Helmsman

ROCK- Deterrence
Inspector- Shield Master
Martyr
Double Agent
Smuggler- Tycoon
Saboteur
Sentry-War Hero

SCISSORS- Aggression
Assassin
Infiltrator
Pirate
Lieutenant- General
Thief

Re: ESG05 Ideas!

PostPosted: Fri Mar 11, 2016 6:50 pm
by mathwhiz9
Everstone (a Pokemon reference)
Game is played as normal, mining or domination or anon, but you are never allowed to promote and specs. You are allowed to hire promotable ones, but never promote them. I've been seeing a lot of posts about how unbalanced specs are, and it seems like the majority of them are about promoted specs (which makes sense, seeing as they are much more powerful). Other than that, game is the same.

Re: ESG05 Ideas!

PostPosted: Fri Mar 11, 2016 7:03 pm
by janitorialduties
Tired of slow Experimental Games?
What about a Speed priority game?
Specialists with a movement bonus are choose over all other specialists:

Smugglers* X3 -x Tycoon
Helmsman X2
Lieutenants X1.5 -> General X1.5
Navigators* -> Admirals X2 + X1.5 Global
Pirates X2~X4

*Smugglers may not be promoted into Tycoons.
*Navigators must be promoted within 36 hrs (2 hires), of initial hiring.

There is no priority between speed specialists- If your hires are between a liutenant and a helmsman, you do not have to choose the faster helmsman.

Re: ESG05 Ideas!

PostPosted: Fri Mar 11, 2016 7:13 pm
by mathwhiz9
I played one of these before. One guy screwed up, and a bunch of people resigned but I think it would be fun to play with forum goers...

Honey I Shrunk The Specialists
They're gone! All our specs! That's right, you aren't allowed to hire any specs in this game. Simply driller vs. driller, alliance vs. alliance, backstabber vs. backstabber...

Re: ESG05 Ideas!

PostPosted: Sat Mar 12, 2016 6:33 am
by mathwhiz9
Always Assassins, Never Tinkerers
When you are hiring specs, you have to get the one that is higher up in the alphabet. This will lead to more assassins, double agents, and diplomats. You also won't ever be able to hire a tinkerer or a thief. Ex. You can hire pirate martyr or princess, you have to hire the martyr. Rest of the game is the same.

Another potential added rule: if you have a spec to promote, and it comes earlier in the alphabet than your current hires, you must promote it. Ex. You have a hypno, can hire pirate martyr or princess, you would have to promote to a king.

Re: ESG05 Ideas!

PostPosted: Sat Mar 12, 2016 6:14 pm
by tw2000
Repeat from last time, but with a twist:
Blind - You can only launch subs at outposts outside of your sonar range. That includes your own outposts :P HOWEVER, a sub with the queen by itself with 0 drillers is exempt from this rule. And Just to clarify, you cannot land subs with navigators inside your sonar range either :D

Reasoning:
You DO NOT want to be able to see the entire board. You won't be able to launch anything....
This basically means that you should actually gift princesses to enemies so they can't attack you :P
So, the smaller your sonar range, the better :)

Re: ESG05 Ideas!

PostPosted: Sat Mar 12, 2016 6:21 pm
by roadkiehl
tw2000 wrote:Repeat from last time, but with a twist:
Blind - You can only launch subs at outposts outside of your sonar range. That includes your own outposts :P HOWEVER, a sub with the queen by itself with 0 drillers is exempt from this rule. And Just to clarify, you cannot land subs with navigators inside your sonar range either :D

Reasoning:
You DO NOT want to be able to see the entire board. You won't be able to launch anything....
This basically means that you should actually gift princesses to enemies so they can't attack you :P
So, the smaller your sonar range, the better :)

Soooo you can't move within your own territory, period?

Re: ESG05 Ideas!

PostPosted: Sat Mar 12, 2016 6:37 pm
by nojo34
roadkiehl wrote:
tw2000 wrote:Repeat from last time, but with a twist:
Blind - You can only launch subs at outposts outside of your sonar range. That includes your own outposts :P HOWEVER, a sub with the queen by itself with 0 drillers is exempt from this rule. And Just to clarify, you cannot land subs with navigators inside your sonar range either :D

Reasoning:
You DO NOT want to be able to see the entire board. You won't be able to launch anything....
This basically means that you should actually gift princesses to enemies so they can't attack you :P
So, the smaller your sonar range, the better :)

Soooo you can't move within your own territory, period?


I'm not a huge fan of this. You can't reinforce bases. No sending newly hired specs to defend. Moving your queen blindly?