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Archived from groups: rec.games.empire (More info?)
One idea regarding the Master Weapon concept (J.F.C. Fuller's idea originally)
that occured to me in my drunken stupor (I have no idea why I thought of this)
would be to have say
since forts become effective at tech 20 (i.e. guns/shells start being produced
at tech 20 normally)
set lt bomber tech = 30 and
set fighter 1 tech = 40
This is just an example based on the premise that forts start firing around
tech 20. Now forts are pretty much the master weapon if you have them and your
opponent doesn't, which everyone probably recognizes so I won't try to prove
that part. So you give the forts a period where they have a free reign as the
Master Weapon, say 10 points of tech, from tech 20 to tech 30 (you can make
that tech interval 5, or 20, i.e. more or less than 10, just using 10 as an
example)
That maximizes the fun of having that weapon, especially if your opponent
doesn't
Now in empire, probably the next Master Weapon that defeats the old Master
Weapon are light bombers (by pinbombing the fort efficiency, so if you have
forts and light bombers, and your opponent only has forts, you just pinbomb the
efficiency of his forts below 60% which reduces his firing range by 1, then
finish the job of obliterating his forts with your own forts)
(this is disjoint from realworld strategy of course, as empire forts are
unrealistic, so the new master weapon that counters the forts would naturally
be unrealistic also. But it is interesting that the Master Weapon principle
holds even in such an unrealistic strategic scenario)
Next comes the fighter 1s at tech 40, souped up a little so they trash light
bombers. In that scenario the fighter 1s become the new new Master Weapon, as
if you have forts and light bombers and fighter 1s, and your opponent only has
forts and light bombers, your fighter 1s trash his light bombers, so he can't
trash your forts, while you can still trash his forts the old way with your
unopposed light bombers
This is just to try to give an example of the master weapon principle. You want
a tech interval (I used 10 as the tech interval) where the new master weapon
reigns supreme (the interval can be more than 10 of course), as that is not
only the most fun, but the way it is with real weapons, because when a new
weapon is invented it takes awhile before someone develops a counter weapon to
it.
The old chicken way some people arranged empire tech levels was just the
opposite, they first introduced the counter weapon, before what should have
been the first weapon was even introduced. For example they put destroyers with
anti-sub capability at say tech 50, and only introduced subs at tech 60. That
meant not only that you couldn't have fun with subs for awhile, sailing them
around with nothing to counter them, but was also absurd, why would anyone
invent a destroyer with anti-sub powers when noone had even conceived of subs
yet?
That was the last thing I succeeded at in empire, arranging the tech levels for
ships and planes according to the master weapon principle back in 1991, during
the last game I was diety for. But the code for that game and those tech
assignments seems to have disappeared forever, and I can't even remember what
they were. But certainly subs should come before destroyers, something like
Battleships at tech 50
Submarines at tech 60
Destroyers at tech 70
That way each ship type is a master weapon for awhile, until a counter weapon
appears (battleships reign supreme until sneaky subs come on the scene and
start sinking them, and the man with the subs is king until destroyers appear
and start sinking the subs)
One idea regarding the Master Weapon concept (J.F.C. Fuller's idea originally)
that occured to me in my drunken stupor (I have no idea why I thought of this)
would be to have say
since forts become effective at tech 20 (i.e. guns/shells start being produced
at tech 20 normally)
set lt bomber tech = 30 and
set fighter 1 tech = 40
This is just an example based on the premise that forts start firing around
tech 20. Now forts are pretty much the master weapon if you have them and your
opponent doesn't, which everyone probably recognizes so I won't try to prove
that part. So you give the forts a period where they have a free reign as the
Master Weapon, say 10 points of tech, from tech 20 to tech 30 (you can make
that tech interval 5, or 20, i.e. more or less than 10, just using 10 as an
example)
That maximizes the fun of having that weapon, especially if your opponent
doesn't
Now in empire, probably the next Master Weapon that defeats the old Master
Weapon are light bombers (by pinbombing the fort efficiency, so if you have
forts and light bombers, and your opponent only has forts, you just pinbomb the
efficiency of his forts below 60% which reduces his firing range by 1, then
finish the job of obliterating his forts with your own forts)
(this is disjoint from realworld strategy of course, as empire forts are
unrealistic, so the new master weapon that counters the forts would naturally
be unrealistic also. But it is interesting that the Master Weapon principle
holds even in such an unrealistic strategic scenario)
Next comes the fighter 1s at tech 40, souped up a little so they trash light
bombers. In that scenario the fighter 1s become the new new Master Weapon, as
if you have forts and light bombers and fighter 1s, and your opponent only has
forts and light bombers, your fighter 1s trash his light bombers, so he can't
trash your forts, while you can still trash his forts the old way with your
unopposed light bombers
This is just to try to give an example of the master weapon principle. You want
a tech interval (I used 10 as the tech interval) where the new master weapon
reigns supreme (the interval can be more than 10 of course), as that is not
only the most fun, but the way it is with real weapons, because when a new
weapon is invented it takes awhile before someone develops a counter weapon to
it.
The old chicken way some people arranged empire tech levels was just the
opposite, they first introduced the counter weapon, before what should have
been the first weapon was even introduced. For example they put destroyers with
anti-sub capability at say tech 50, and only introduced subs at tech 60. That
meant not only that you couldn't have fun with subs for awhile, sailing them
around with nothing to counter them, but was also absurd, why would anyone
invent a destroyer with anti-sub powers when noone had even conceived of subs
yet?
That was the last thing I succeeded at in empire, arranging the tech levels for
ships and planes according to the master weapon principle back in 1991, during
the last game I was diety for. But the code for that game and those tech
assignments seems to have disappeared forever, and I can't even remember what
they were. But certainly subs should come before destroyers, something like
Battleships at tech 50
Submarines at tech 60
Destroyers at tech 70
That way each ship type is a master weapon for awhile, until a counter weapon
appears (battleships reign supreme until sneaky subs come on the scene and
start sinking them, and the man with the subs is king until destroyers appear
and start sinking the subs)