One of the areas of this game that is relatively unexplored is bioweapons. While incredibly powerful, their use comes at a heavy cost. Every bombardment earns the player a full level diplomatic hit with every race in the game. Plus, destroying a colony eliminates the chance for looting tech from invasions, not to mention the clean-up costs. From what I've observed, bioweapons are more in the game to give the AI a credible answer to shielding than for the player's use. Without them, we could just sit back under a few bases in the early going with relative impunity. So we at Realms Beyond decided to explore these weapons for our next variant.
OSG 14 - Cold Blooded Killers
Race: Sakkras
Difficulty: Hard
Map: Large
Opponents: 5
Variant Rules:
*Planetary invasions are not allowed. Any new planets must be obtained by destroying the existing colony with bioweapons (either on the tactical screen, or afterwards) and re-settling.
*We may not use bombs of missiles to target a planet under any circumstances.
*No shield-halving beams may be placed on a ship with death spores.
*Regular beams may be placed on a death spore ship, but the number of spores must be greater than the number of beams.
The spirit of the last three rules is that all planetary damage must be dealt directly to the populace through spores. Bases and factories should be left untouched as far as possible. The last rule is intended to allow for utility ships (like a Huge ARS) to serve double-duty by loading some spores onboard. Use your common sense in designing your vessels, and if at all possible, I'd like to see no other weapons on spore ships. Remember the point of this variant is to explore the bioweapons; Huge ships with Heavy Fusion beams pummeling the planet is NOT what we are going for here!
Exploit Rules:
*If missile boats are forced to retreat, they must leave for a friendly world before returning.
*Obsolete missile boats may not be used to "pin" incoming targets at the back of the screen. Again, use common sense here; if our current designs can't reach the last row, then it's ok to use a shot to delay the enemy approach. But get those boats in range for the rest of the fight!
Roster:
dathon78
StuporMan
Sullla
OlorinStormcrow
Blake
Zed-F
Roster is closed. Standard 48/24 hour "got it"/reporting rules in effect. Report from first few turns forthcoming.
dathon
OSG 14 - Cold Blooded Killers
Race: Sakkras
Difficulty: Hard
Map: Large
Opponents: 5
Variant Rules:
*Planetary invasions are not allowed. Any new planets must be obtained by destroying the existing colony with bioweapons (either on the tactical screen, or afterwards) and re-settling.
*We may not use bombs of missiles to target a planet under any circumstances.
*No shield-halving beams may be placed on a ship with death spores.
*Regular beams may be placed on a death spore ship, but the number of spores must be greater than the number of beams.
The spirit of the last three rules is that all planetary damage must be dealt directly to the populace through spores. Bases and factories should be left untouched as far as possible. The last rule is intended to allow for utility ships (like a Huge ARS) to serve double-duty by loading some spores onboard. Use your common sense in designing your vessels, and if at all possible, I'd like to see no other weapons on spore ships. Remember the point of this variant is to explore the bioweapons; Huge ships with Heavy Fusion beams pummeling the planet is NOT what we are going for here!
Exploit Rules:
*If missile boats are forced to retreat, they must leave for a friendly world before returning.
*Obsolete missile boats may not be used to "pin" incoming targets at the back of the screen. Again, use common sense here; if our current designs can't reach the last row, then it's ok to use a shot to delay the enemy approach. But get those boats in range for the rest of the fight!
Roster:
dathon78
StuporMan
Sullla
OlorinStormcrow
Blake
Zed-F
Roster is closed. Standard 48/24 hour "got it"/reporting rules in effect. Report from first few turns forthcoming.
dathon