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    Game Summary  
    GameName Speeding Death (ID = 1250)
    GameHost LeeSMaz Lee Mazengarb
     LeeSMaz1@hotmail.com
    Game Type Traditional Game with configurable Master settings, player Chosen races
    Schedule
    SunMonTueWedThuFriSat @ 11:00
    Auto Bypass 2
    Players and Race Choices
    Players 20
    Single Player Spots 1
    Race Max 3
    Allowable Races Custom List
     
    Solar Federation
    The Lizard Kingdom
    The Birdman Republic
    The Stormers
    The Privateer Bands
    The Cyborg
    The Crystal Assembly
    The Evil Empire
    The Robotic Imperium
    The Rebels
    The Colonies Of Man
    The People's Army
    The University Alliance
    The Scavenger Tribes
    The Holy Draconian Empire
    The United Enforcement Authority
    The Reunited Coalition of Systems
    The Aczanny Pyramids
    The Centaurs
    The Solorian Unity
    The Interstellar Master Traders
    Hide player handles at game start? No
    Hide player races at game start? No
    Map
    Map Name Blitzkrieg
    Hide Map No
    Randomize Star Type No
    Allow Stellar Drift No
    Randomize IDs No
    Starting Positions
    Starting Positions Circle
    Homeworld Levels
    Minerals on Base Average
    Population 1000000
    Natives None
    Cargo and Metals Above Average
    Starting Cash 10000
    Start with 3 extra Freighters No
    Start with Standard Ships Yes
    Planet Levels
    Minerals in Ground Above Average
    Natives Average
    Cargo and Metals Average
    Contraband Some
    Additional Info
    Additional Information This game is meant for players who search an early conflict and don’t want to spend “ages” to meet a neighbour.

    No restrictions to enter, beginners and intermediate players are especially welcome. To balance the game a bit, I kindly ask everybody to sort himself into one of the 3 categories below. I use the number of games won as a measurement, as this is the only criteria telling at least something. Please, increase your category by 1 in case you want to choose a race you have played 3 or more times before and are not already in category 3:
    Category 1, not much experience: I haven’t played more than 5 games and join to learn about the game
    Category 2, having a general picture of VGAP4: feel comfortable with the game or have won already 1 game so far
    Category 3, expert or on the brink to becoming one: know VGAP4 very well or have won more than 3 games
    Depending on the category you have chosen for yourself, the following races can be selected:
    Category 1: All races selectable - have fun!
    Category 2: Aczanny, Centauers, Borg, Peoples, EE, Privateers, Solorians, Lizard, Dracs, Fed, RCS, Scavs, IMT, Stormer and UA - still most races left
    Category 3: Aczanny, Centauers, Dracs, RCS and UA - looks like a challenge, doesn’t it? ;-)))
    Please, allow me or others who know you better to suggest another category for you, in case we have the feeling you have picked a race too strong for your level of knowledge.;-)))


    Important gentlemens agreements:
    No Alien Hull (a hull outside the native race ship list) trading allowed: no boarding, hacking or anything which brings another player into the possession of one of your ships or hull plans with your permission. All .rsts where you get an alien hull must be safed, so they can be presented to proof the action didn't violate this rule. Furthermore all alien hulls need to be handed back or recycled as soon as you enter an alliance with a race, which has this ship as native hull. Be aware, that is doesn't necessarily have to be the same player, just the same race is enough!

    No trading or handing over any of your colonists to another race. As with the hull trading any intentional action which results in another race holding colonists of you as prisoners is forbidden. It is also a good idea to keep .rsts of at least those turns you got them. That is true for both sides: the one loosing them and the one taking them.

    I also expect a gentlemen agreement regarding alliances. That means no preset alliances (forming an alliance before the game has started) and no contacting of other players before you have a scan of at least 1 of his objects - and buoys don't count!
    Alliances can only consist of 2 players! Any alliance consisting of more than 2 races is strictly forbidden, as it would blow up the whole game concept!

    Any alien hull trading, handing over of your own colonists as prisoners or alliances with more than 2 players can result in the drop of one or more players violating these gentlemen agreements. This is necessary as those can result in having such a huge and unfair advantage over others, which is simply not possible to correct anymore, once detected. In case you have doubts if your action may violate any of the rules, please ask upfront! If you don’t get an answer in time, rather delay your action than create facts which could seriously spoil the fun for you and others.

    All voting will be decided by a simple majority, with exception of the game ending vote (see below).

    Host schedule can be downgraded to 2 T / week after Turn 20 and with a normal vote.

    Game will end if there is only 1 race / alliance left or if most of the other players / alliances surrender. A vote will need a 2/3 majority and can only be asked for if the winner is really and without doubt in a superior position! Statistics should help deciding this. Don’t forget, there can not be more than 2 players in an alliance and therefore not more than 2 players can win!

    Host will not play.

    If you have any questions or think I have forgotten something important, please post at the game BB or send me a mail. I will likely publish the mails I get, as it may be of help for other players as well.

    Game started:
    Game ended:
    Winner(s):
    Host Configuration (HConfig) Settings 1
    Gravitonic Mine Odds 40
    Laser Mine Odds 80
    Web Mine Odds 120
    Barbitic Mine Odds 30
    Minefield Lifetime (How many turns minefields last) 10
    Minefield Size Limit (No minefield may have a radius of more than this) 40
    Base Ion Cannon Range (Range of anti-fighter guns on ground bases, VCR units) 200
    Base Ion Cannon PD Odds (Odds that Ion shots can be shot down) 40
    Base Ion Cannon Charge (Energy used to fire weapon) 100
    Base AAA Odds (Odds of anti-fighter guns hitting enemy fighters) 20
    Base AAA Range (In VCR Units) 100
    Base AAA Charge (Energy used to fire the anti-fighter guns) 80
    Base Ion Cannon Odds (To hit target) 30
    Host Configuration (HConfig) Settings 2
    Fighter Beam Charge (Energy used per shot) 10
    Fighter Missle Charge (Energy used per shot) 100
    Base Pod Scan Range (Range that a base can scan pods) 100
    Base Ship Scan Range (Range that a base can scan ships) 100
    Tachyon Scanner Range (Range that the pulse lights up objects in the area) 100
    Tachyon Scanner Power (How much the pulse increases the sensor image) 250
    New Farms Per Turn (Number of new farms that a player can build in a turn) 10
    Pod Cost (Cost to make a cargo pod) 25
    Maximum Bouys Per Player 5
    Grav Gen Well Range (Radius of grav wells made by grav well devices) 40
    Grav Well Gen Fuel Burn (Fuel that the ship making the grav well burns) 20
    Host Configuration (HConfig) Settings 3
    High Rate of Food Consumption (Colonists eat food at a rate of 1 unit per 100,000) Y
    Food Stockpile (Turns of food needed for maximum growth) 100
    Ally Limits Active Y
    Ally Limit(Maximum number of allies any one race can have at once) 1
    Worm Holes (Stable) Y
    Worm Holes (Wondering) Y
    Virgo's Burn At Start Of Game Y
    Farms require 1000 colonists each to run them Y
    Alien Hull Trading Allowed N
    Alien Hulls Have Problems With Combat, Scanning and Repair Y
    Hacker Droid Allowed Y
    Wing Charge Divisor 50
    PBC Power Boost Divisor 100
    BC Power Boost Divisor 10
    Normal PB Multiplier 5
    Allow GBx Command Codes Y
    Eye of Magadon Base Shield Penetration Range 80
    Fighter Missile VCR Ord Usage 10
    Ship Speed Factor 100
    Ship Acceleration Factor 100
    Wing Speed Factor 100
    Wing Acceleration Factor 100
    Fighter Beam Divisor 2
    Fighter Missile Divisor 2
    Firing Fighter Divisor 50
    Coalition Triad Radius 60
    Time between weapon recharge (1 = charge every tick) 1
    Ship Capture Range during VCR 500
    Bases can capture ships during VCR N
    Wandering Worm Holes Near Planets N
    Enable scripted buoys N
    Disable Host modification of Starting Planets N
    Disable Large Weapon Bump Y
    Perform Final Battle now N
    Minefield Fog of War Y
    Limit the speed of all moving units in the game 32000
    Limit the distance that a hyperjump can perform 32000
    Limit the distance that a warp or base chunnel can move 32000
    Limit the effectiveness of scanning Y
    When can a planet can be targeted for super laser destruction within a VCR 4000
    Sets a maximum number of hyperlathes that can be used in a ground base 10000
    Player Object Limit 20000
    If switched on an air attack base will be required for home guard wings and replenish fighters N
    Stellar Matter Launcher Range Limit 10000
    Insectoid Nest Range Limit 400
    Insectoid Nest Min Range 105
    Insectoid Nest Range Increment 5
    Host Configuration (HConfig) Scoring
    Victory Points Scoring System Active N
    Victory Points Needed To Win (MAX=32000) 1000
    Public Information On Score Allowed Y
    Points For Each Planet With 1 Million Happy Colonists 1
    Points For Each Planet With 5 Million Happy Colonists 1
    Points For Each Planet With 10 Million Happy Colonists 1
    Natives Vote Victory Points 1
    Victory Points For Not Being At War With Active Races (After Turn 25) 1
    Negative Victory Points if One Or More Races At War With You (After Turn 25) 1
    Special Race Based Bonus Victory Points (Privateers Hoarding, etc) N
    Spies Can Report Locations Of Victory Point Planets Y
    King Of The Hill Planet Active N
    Points Per Turn For Having The Only Ships Over The King Of The Hill Planet 5
    Name Of The King Of The Hill Planet
    King of the Hill VP Start Turn 25
    Display Score Numbers for:
     Score
     Ships
     Wings
     Bases
     Colonists
     High Guard
     Prisoners
     Natives
       

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