STARWEB EMAIL DISCUSSION GROUP (THE SEDG) (Sponsored by Flying Moose Technologies' Starweb Analyzer - http://flyingmoose.cjb.net) VOLUME 44 Jan. 8, 2001 CONTENTS Feature Article – What's in a Name? By Elliot Hudes Questions – Boosting your gifts, killing the dropped player SEDG Web Page URL The Captain's Log - 'Twas the Night Before Due Date... The Swap Corner – The Flying Moose Technologies Starweb Analyzer Flier Correspondence – Lot's on Anonymous games by Robert Easton FEATURE ARTICLE What's in a Name? From the Serious to the Sublime! Well, what is in a name? We could first look at it in a philosophical sense. They say your word is your bond. Your reputation is the name you make for yourself. This is more valuable than gold (and your father should have explained that to you already ). If you play in an honest forthright way the players around you will come to realize it. In that game and in future games they won't be wondering if you will come through on your contracts or promises. They won't worry that you won't come to their defense and that you are looking to slide the knife in. This goes a long way towards getting the kind of cooperation you need to succeed in any of your goals whether they be for the thrill of combat or the miserly counting up of points . So in my opinion honesty is the best policy even if you must tell your neighbor pirate - "I'm sorry, I cannot ally with you as I have already have commitments elsewhere". Notice that you haven't given up any tactical information here. And I don't believe this has given notice to the Pirate that you may be at odds. If you don't answer him and he is a decent player he will assume you are just avoiding the topic and take the same measures that he should to guard against you in future. If you lie to him and tell him you're his buddy then you are a BACKSTABBER. If this is the case you are beneath contempt and I don't have the time to explain to you the many fold reasons why your play is both counterproductive and to be reviled! There are also many gray zones. Can you misdirect? Can you hint? Can you lie to those who you don't owe any allegiance? Well, if you can lie then how do your allies know you haven't done the same to them (if not now - how about when you meet in future games). I don't have the inclination nor the time or patience to play the lying game. I can't keep track of the web I weave and I know I will trip up. My wife says I'm incapable of it and that every mannerism and facial expression gives me away. I have learned not to even try (at least with her :-). I'm pretty sure even email would expose me . Misdirect - I have similar misgivings. I had a player on my border who was friendly but not in my alliance. He knew I was about to fight another player for the ownership of an abandoned HW. He offered to tell that player that he was coming to help him versus ME. Then he offered to fire on my opposition at the critical turn. Now it had a deliciously evil taste to it and I'm sure many people would have enjoyed the plotting and execution to the plan. But as I rolled it around in my mind two things came to me. 1) Why can't he just reverse the scenario if he wishes - how do I know who he is misdirecting. 2) I had a vision of that General in one of the Star Wars movies - the one with the Fishes head. He turns to the camera as he sees the Imperial forces come to meet him and says, "It's a trap". So what was the best way to disengage from this negotiation without potentially ticking off this player (who may have been sincere). I told him I had concerns for his reputation in the game and asked him not to lie to other players on my behalf. The next turn he was at the HW and he told me forthrightly that I had better back off or be destroyed. No ambiguity here :-). Of course if you have these annoying streaks of honesty and incapacitating morality and you like to chat with gaming buddies there is a tendency to give away too much. If you don't want to say anything then perhaps you should answer the email and just be succinct. Better yet - you could just ignore the email. Although this in itself is an unconscionable sin in an email game you may have to do this. If you just landed 20 ships on the enemy border (or even on your side of the border) and the enemy asks your intentions it may be best to ignore it. He should get the point (soon). This handling of your enemies should also be employed with your allies. If you tell your buddy you will follow him with all your ships into battle then withholding ships to score will cause him to feel you are not living up to your obligations. It's best to tell your allies your intentions in the game. What are your aims? What won't you do? I find allies can become very annoyed with each other when they feel that you aren't cooperating in a fashion that was expected (or promised). Hmmm, difficult allies - that sounds like a good idea for a future SEDG article. But if your ally fails to do as he says, ignores requests, fails to complete them or fouls up jobs he was supposed to do then in reality he is a poor player. Being found to be incompetent is probably worse than being a liar! Remember the liar is just playing the game in a fashion that he feels will give him success. He could be a very likeable cuss. The incompetent is somebody who just doesn't measure up, a good example of the Peter Principle. Don't you just love the player that has read the alliances email regarding how to disembowel the enemy empire or defend their own poor invaded realm and then sends his ships off to some remote part of the map on some errand you cannot fathom? These are the types of allies that you won't welcome in future games. If you cannot keep track of the game or your duties then you should ask your allies to send you the orders and execute them. Sure you can flush your game down the toilet but do you have to take all your allies with you :-). If your response to this is "Hey, I didn't pay $5 a turn to be told what to do" then my question is - What exactly are you doing in the game? Well, enough seriousness, how about a look at some interesting Game Names? The name you pick can be for fun, your nickname, a character you always liked or to impart a feeling to how you want to play the game. I think one should give great thought to the name that you pick. In one game my ally and I stumbled across a player Retief. At first we didn't receive any email. My ally was concerned and felt we should shoot. I remembered that Retief was a character from a Sci-fi novel. I no longer remember the author but Retief was the master diplomat that was sent in when 2 alien races could not agree. As it turned out this Retief was overjoyed to ally and join us. What do you think you can expect from a Pirate named NOMERCY? Or a character named EVILTWIN. Aggressive? I believe so. Don't you think you could trust an Art Collector named MOM? I will have you know that I've met GOD and BELZBUB and managed to prevail over both deities. I'm not sure what that makes me - an agnostic I guess. I love the names I've seen for Berserkers - Tinman, Bauxite and Borg. Some Apostles - ONEVISION and SHAMAN. I've often wondered how I would do if I entered a game as BACKSTAB! Do you think that I would stand a chance :-)? ---------------------------------------------------------------------- QUESTIONS - Can anyone answer these? 1) For the newby – If you have used up your two gift orders can you think of another way to get keys or worlds to your allies over and above this limit? 2) For the experienced. When attacking the world or key of a dropped player sometimes the key, several keys and/or the world fires back. Sometimes they do not. I have heard that nothing in the Starweb program is truly random so what determines the response? (Warning – I do not have the answer to this one). ---------------------------------------------------------------------- STARWEB EMAIL DISCUSSION GROUP - is now available on the web. Look for our new MAPPER'S SECTION on the SEDG Web Page. http://www.accessv.com/~somnos/sedg.htm ----------------------------------------------------------------------- FEATURE - THE CAPTAIN'S LOG 001226.1627-5 By Walt Schmidt walts@dorsai.org 'Twas the Night Before Due Date... "Then sing, young hearts that are full of cheer, With never a thought of sorrow; The old goes out, but the glad young year Comes merrily in the 'morrow. - Emily Miller In keeping with the situation... 'Twas the Night Before Due Date or an Account of a Visit from St. Rick 'Twas the Night Before Due Date, and all through the game All the players were stirring, they had no one to blame; Their turn-sheets were sent to the Loomis with care, In hopes that on top would be how their turns fared; The alliances were waiting all snug with their thoughts, Of reinforced positions - as defendable as forts; And Tiger with her game style and I with my own, Had just agreed to a form of a loan, When out of the blue our email did clatter, We sprang to our consoles to see what was the matter. Away to my view screen I flew like a flash, Tore open the mail app and read what was cached. The message text was written as clear as a bell Gave the intent of the writers so easy to tell, When, what to my wondering eyes should they read, But a formal invitation to an alliance, in deed! From a long time player, so lively and quick, I knew in a moment it must be St. Rick. More rapid than eagles his comrades they came, As he wrote and identified, and called them by name: Now, Merchant! Now, Pirate! Now Apostle and Berserker! On Artifact Collector and the Empire Builder! To the top of player list! To the top of the wall! Now win the game, win the game, win the game all! As players that before the wild hurricane fly, When they meet with an obstacle, mount to the sky, So up to the top-scores his comrades they flew, With the game plan well written, by St. Rick and Lee too. And then, in a twinkling, I knew was no goof The benefits of his game plan, I needed no proof. As I drew in my breath, and was turning around, 'Cross my video monitor he appeared with a bound. He was dressed all in camo' from his hat to his boots, And his clothes were all well warn, no ties or no suits; A bundle of game-thoughts he had just jotted down, As he looked to make the others appear to be clowns. His eyes - how they twinkled! His dimples were telling! His cheeks were quite ready for the alliance's selling! His droll little mouth was smiling just so, And the beard of his chin was as white as the snow; The stump of a pipe he held tight in his teeth, As encircled his head was a Web's winning wreath: He had a broad face that bespoke of great trust, That clearly was forthcoming from past winners, from us. He went straight to the point, a right jolly old elf, And I agreed with him fully, in spite of myself; A wink of his eye and a twist of his head, Soon gave me to know I had nothing to dread; He wasted not a word, but kept straight to his work, Answered all of my questions; then turned with a jerk, And crossing his arms with a smile on his face, He spoke the four words, "Here is to First Place!" He sprang to his feet, off my screen soon to vanish, As back to Tucson Arizona his image to banish, But I heard him exclaim, ere His words I did catch, "MY COMRADES FIRST AND FOREMOST, ALL OTHERS CAN GO SCRATCH!" 'Til next log - Shai Dorsai ! Nemo ----------------------------------------------------------------------- FEATURE - THE SWAP CORNER This one is an unapologetic pitch for the Starweb Analyzer :-). Welcome to Flying Moose Technologies, makers of the Starweb Analyzer The Starweb Analyzer The Starweb Analyzer is a utility that provides a completely new user interface for playing the play-by-mail game Starweb run by Flying Buffalo Inc. Although we all know that Starweb is an awsome game, the game turns that you get either by e-mail or snail-mail leave much to be desired. Well we can't help you snail-mail players, but if you get your turns sent to you via e-mail (which FBI will do for you if you ask), we have the tool to launch Starweb into the 2000's. The Starweb Analyzer will allow you to view your game turns and those of your allies (or enemies) in a manner you never could before. The Starweb Analyzer takes the Starweb turns that FBI sends you, and processes them so that they are combined together and presented in an Analysis Window, an easy to use Graphical User Interface that allows you to view an manipulate one master turn that combines all known information that you have accumulated. Highlights The Analyzer keeps track of worlds no longer seen on the current turnsheets and labels what turn they were seen last. -Various filtering and sorts can be used to manipulate the combined information to find those important things you want without having to study a printout for hours. For example, finding the largest metal stockpile within three worlds of your homeworld is done easily. If your allies don't have the Starweb Analyzer (shame on them!) you can generate reports for them in a text file suitable for printing or e- mail. -Computer aided mapping -Intelligent order editing In addition the Analysis Window contains a Map View which eliminates the need for paper and pencil and those messy spaghetti maps that plague us in the game. The map supports mouse controlled drag and drop to move worlds around. It handles wrap around worlds easily and you can save the map as a text file suitable for e-mailing to an ally. He just plugs the map file into his Starweb Analyzer program and the same map appears. The Analyzer also offers an intelligent Order Editor that allows you to prepare your orders for submission to Flying Buffalo Inc. The orders are checked for typographical errors as well as a many logical errors. Only valid Starweb orders will be accepted. It will not allow orders for keys or worlds that you do not own and checks for mutually exclusive orders, valid world connections, as well as orders that exceed your resources (for example it would warn you if you tried to transfer more ships than are on a key). The Order Editor allows you to save this file and revisit it at any time for revisions. A prompting feature helps to construct the orders without having to refer to the Starweb reference manual for help with the cryptic order syntax. Please note - The Starweb Analyzer requires Windows NT, 95, 98 or 2000. The Starweb Analyzer is available in two forms: 1) An Evaluation Version (free) This version has the following restrictions: - It will only process Starweb games up to and including turn six - It will only process turn sheets for a maximum of two players It is intended to give you a chance to see what it can do, but is not adequate to play a complete game. 2) A fully registered version. To order the Evaluation Version just download it from our web site -- The address is http://flyingmoose.cjb.net then go to Downloads. For the registered version the password to unlock the program is provided upon receipt of payment for the program. You may also request the program by diskettes. PRICING - Fully Registered Version 1)$40.00 U.S. For Ontario Residents 8% sales tax = 43.20 U.S. 2)Snail mail shipping/handling charge is $4.00. Waived if you take delivery by download. ORDER FORM Starweb Analyzer Order Form Print, fill in the form and send it to the address listed below. Name in the Real World: ___________________________ Address: __________________________________________ __________________________________________ __________________________________________ Email address _____________________________________ I prefer to receive my software via: a) __ Diskettes by Snail Mail (a $4.00 U.S. shipping and handling charge per copy applies). b) __ by download. Each copy is $40.00 (Ontario residents add 8% sales tax = 43.20 U.S.) plus a snail mail shipping/handling charge of $4.00. Waived if you take delivery by download. Number of copies: ________ Enclosed is: _____________ U.S. Please note - if you submit your order via email it will be completed when payment by cheque or money order is received. Send your orders to: Flying Moose Technologies 2912 Remea Court Mississauga, Ontario Canada L5L 2H5. For more information, email us at somnos@flyingmoose.cjb.net or come to our web page at - http://flyingmoose.cjb.net ----------------------------------------------------------------------- CORRESPONDENCE >> Elliot- Great job on the recent issue. Very good and valuable discussions on the topics covered. My congratulations on a time consuming job so well done! LEE << Thanks for the praise and for the article. As always - it's a labor of love :-). Sure wish more people would join in. I have my doubts that I can produce articles beyond Volume 50. I sure would love some more articles from the readership. Topics that have not been completely explored include the various Starweb Variants and descriptions of any particularly interesting games. Robert Easton sent a commentary on Anonymous games done in the style of the recent article as commentaries on the game. Here are some of his comments. Jack Fulmer's article stated: Why play anonymous games? For me there have been two primary reasons. First, I found that I did not have the time for all of the necessary communications… Secondly I found that in anonymous games it was perfectly clear that my success or failure in each game was the direct result of my own actions and not affected by allies… ************************************************************* Robert These two reasons were some of the main reasons I have been trying out anonymous games. I live for communications in the games sometimes. But my time is short and I need to spend time doing family things. ************************************************************* Robert (on merchants) I am disappointed in both of you warriors for not truly appreciating the advantages of playing a fighting merchant in this game. But who am I to talk either. After all I am in my first two Anonymous games myself. Maybe my opinion is worthless, but I will give anyway just for pure discussion. A merchant can pick an early target, retain their homeworld, and still show their merchant colors to others he meets by dropping CG's. If only a few allow him to haul metal he can still score well while he mainly fights. If attacked he will be able to defend as he would have retained his homeworld. Merchants if played this way may very well be one of the most interesting positions to play. I played this way with a merchant in a regular game and would have won if not so many of my allies in the game didn't just drop out without notice. But military success was excellent. I certainly would not want to down play the intelligence of other players and their ability to be able to figure out what position I am playing. Jack has certainly joined the anti-merchant group who attacks merchants on sight. If he ran into me he will not find me so easy a target as a merchant. A berserker would most certainly be a prime early target. If the merchant position is boring then maybe it is because you're playing it boring. ************************************************************* Robert You know I cannot help agreeing that the Apostle position would most likely be nearly impossible to win at. I am playing a game with 3 berserkers and 2 Apostles so far that I know of. Without communication it has been very hard for me to find ways to aid the Apostles scoring. On top of that Anonymous Games I have found to be very hostile games. I been heavily invaded in both games and my berserker's positions have been poor as I cannot score well while I continue to fight an expensive war. I doubt I would ever try the Apostle unless I wanted to play a support role and did not intend to win. Not likely. ************************************************************* Robert: EB's in anonymous games would most likely be difficult. How would you show other players you are an EB. Build industry on your border and hope they figure it out? Maybe they can figure out from the scores that you could only be an EB. Talk about relying on other players. I think an Empire Builder attacked me in my game. I stopped him at ring 2 and began a counter attack. But it has cost me the game. I really like the suggestions given by Jack. EB's have military advantages late in the game if they have been able to peacefully build up industry until mid game. Then they can be quite formidable. I have never been able to do this as I have always been attacked early when I played an empire builder because my score was always high. I just cannot lay low in a Starweb game. ************************************************************* Robert: I love the collector position. You both are pessimistic when it comes to other players. I do not know about others, but I look for the collectors by checking score to see if any are a multiple of 15 and greater then 300 then I can be relatively certain I have met a collector and will try to figure out which one it is by process of elimination. I have found at least one collector in both of my games. No problem. I figure if I give aid to these players they will ally with me since it is not often a collector would find cooperative players especially if they are attacked by players like Jack. Also collectors have no advantages in fighting, but they do not have any disadvantages either. While berserskers and pirates do have disadvantages unless they sacrifice their scoring. Never forget the mighty Collector late in the game. ************************************************************** Robert: If Anonymous games were always as hostile as ones I am in, then I wonder how anyone wins as a berserker in these games. What happens? A merchant gives them a homeworld? They find weak Apostle player's areas to take over? Boy, I guess I just do not play the berserker position very well. I think the berserker is only slightly better than the Apostle position in an Anonymous game. Maybe if you bomb something early to help hide what you are maybe they will leave you alone long enough to get the ships together to bomb your area and maybe someone else's. Maybe enough allies will gift you some bombs? I would almost always attack a berserker early especially if I was a merchant. Berserkers like merchants either lose badly or win easily. I would almost rather play an Apostle as they will score in the mid range even if attacked. ************************************************************** Robert Surely your right that pirates are mighty when they are not concerned with scoring. Their fighting prowess makes them attractive in Anonymous games. Thus the winning scores may be rather low. Winning as a Pirate is not out of the realm of possibilities. There are many pirates in one of my Starweb games while the other only has one or two at the most. Jacks approach below is very good. I might suggest he plunder everything and go for an early win in a game with lots of pirates instead of following the Rule of 27. I also would plunder the homeworld on turn 1 or 2. Following Jack's suggestion is excellent if you want to be effective as a fighting pirate and score well. It is a compromise. I think extremism in Starweb is sometimes better. ************************************************************** Robert Given the above discussion above, I would strongly suggest the merchant position to win. The Pirate to fight and rarely win. I would not likely play EB, Apostle or Collector to win But for the fun and challenge. I would play the berserker if I wanted to win but I would try to hide my score by bombing a world early like turn 5 or 6 before to many players figure out what I was. For surely they will attack me. Also I would AP on turn 4. I would not consider hiding my score as a collector though. I will see you all in future Anonymous games. Editor's note: Thanks Rob for your thoughts on Anonymous games. In the time since I wrote the original article (and both you and Jack commented) I have gained more experience in the Anonymous category. I have played the Art Collector and you know what? It's not so hard to gain allies and get art. In addition – those that don't get the picture make good opponents so you can have fun collecting art and engaged in military activities. For those of you who have become Berserker fans via Starweb – I received this from a friend. 'Berserkers' Alex Proyas, director of The Crow and Dark City, looks to be helming a film based on author Fred Saberhagen's science fiction series of Berserkers stories. According to Variety columnist Michael Fleming, New Line Cinema acquired the rights to the concept as a vehicle for Proyas to direct. Proyas will also produce the film along with his partner Topher Dow. Jesse Alexander is currently at work writing the film's script. Saberhagen's Berserkers books are generally about a mass of destructive machines created by an alien species that had been in battle with another. Unfortunately, their creations were too effective resulting in the berserkers destroying both sides. In the future, the machines, which can take on any form, have entered our galaxy... and humanity must find a way to destroy or stop that which has been unstoppable. The Berserkers series ran over 10 books and 20 short stories. Original story : http://www.cinescape.com/ Well, that's it for Volume 44. Don't be afraid to submit articles or suggestions. They don't have to be long. Address your correspondence to Elliot Hudes at somnos@compuserve.com