STARWEB EMAIL DISCUSSION GROUP (THE SEDG) (Sponsored by Flying Moose Technologies' Starweb Analyzer - http://www.flyingmoose.ca) VOLUME 76, November 2003 CONTENTS Feature Article – Vega 1 by Lou Sheehan Questions – Black Box communications SEDG Web Page URL The Swap Corner FEATURE ARTICLE VEGA 1 by Lou Sheehan (Player 10, SW-A1319) I write to briefly supplement Jack Fulmer's description of his pirate game in Starweb - A1319 (Please refer to SEDG Volume 75, SW- A1319: A Pirate's Tale). In no way do I intend to steal his thunder or to detract from his pleasure in his fine performance in winning the game. Further, and simplistically, Jack and I were at opposite sides of the web and so our play directly only interacted at the margins and largely at the very end of the game thus leaving currently unanswered questions as to the interstices. I've since learned that Jack is a long-time player. I've been playing since 1977 with a hiatus in the 80s and, yet, I don't recall ever playing with Jack! Ironically, given our philosophies -- Jack seems to think the only good merchant is a dead one -- if Jack and I had been adjacent he and I would probably have destroyed each other. Such is fate. And I might have enjoyed the game even more! Based upon my reading of Jack's description as well as a few brief (and permitted via special permission from Rick Loomis) post-game communications, I am able to use Jack's "names" for the players in the game to allow for an easier read of what follows. I played – and often play – a merchant. Overwhelmingly my philosophy in anonymous games consists of the following creed: (i) I have no concern about points (ii) I adopt the 'warrior merchant' persona (iii) I want to fight 'the bad guy' (iv) I will not backstab an ally no matter how easy it might be to capture his/her homeworld, etc. (v) I chose an ending score of 10,000 (vi) I attack non-moving/dropped players for the added resources When I play without concern for points I use my 'Sven Hassel' account rather than one of the accounts using my real name (Lou Sheehan). In A1319 I found myself heavily committed against a dropped player before 'bad guys' made themselves more apparent. Further, some events in my personal life (dealing with the Insurance Industry) gave me an aggressive attitude which I expressed at the outer-reaches of my play. Under Jack's organizational chart, I am "Player 10." This description does not include all of my gifts. Turn 5 I've met Player 12, Apostle 1, Berserker 3, Player 4, Player 9 and Berserker 1. I share the one-connector link with Berserker 1. I've been dropping metals to try to identify myself to the other players as a merchant. This could be a snakepit. Turn 6 My most pressing concern seems to be Player 12. I move to emphasize a defense against this player including the positioning of fleets and plastic art. Turn 7 I've shot at Berserker 1(that 'edge; from my real life surfaces) in an effort to establish strategic dominance over the one-connector path between our two homeworlds. Apostle 1 has gifted me a key at his homeworld. Generally, this is a great sign. Turn 8 I gave Berserker 1 the key I took from him (at peace) with an artifact as a sign of peace. Subsequent events suggest Berserker 1understood the message as our one-connector links between our homeworlds was peaceful throughout the game. Turn 9 I see Berserker 1 is a berserker. Berserker 1 gifts me a world. Apostle 1 gifts me another key. I meet Player 8, Merchant 1 and Berserker 2 (I guess 'Player 8' is a merchant based on the name on my printout… but the final printout proves my guess to be incorrect). Neither Player 8 nor Berserker 2 have moved. Tactically I feel most threatened by Player 12 and Player 4 followed by Berserker 3 given the relative proximity of their world ownerships to my homeworld. I'm keeping a wary eye on Player 12 (he seems to be the most aggressive neighbor) and I figure he'll probably be my target unless Berserker 2 and/or Player 8 fail to move another turn. Turn 10 Berserker 2 still hasn't moved. Uncharacteristically (those darn insurance companies) I shoot at Player 9 to warn him off (he is encroaching on my path to Player 8); I capture the Player 9 key. I can see Player 4 is moving on Player 8. Turn 11 Player 4 gifts me a key which lessen my concerns about him. I moved on Berserker 2 and Player 8 simultaneously … but Berserker 2 moves. I now see both Berserker 3 and Player 4 are moving on Player 8. I decide (it proves to be the correct decision) to go after the seemingly weak Berserker 2 rather than Player 8 inasmuch as two other players are already fighting over Player 8. Turn 12 I jumped over Player 4 worlds with the key that Player 4 gave me and Player 4 ambushes me. The ambush ticks me off so I position myself with huge forces to capture the Player 4 homeworld … which would be easy. I see Player 12 is a pirate (or at least he is plundering his worlds). Turn 13 A merchant with hauling fleets has a great deal of information as to force deployment and mapping; I just watch to make sure my neighbors are peaceful but, certainly, all that information can be otherwise used. As it is, I'm starting to see a great deal. In my case what I am seeing suggests to me my neighbors are relatively peaceful vis-à-vis me. Player 4 gifts me two keys. Those gifts saved his neck. For some reason I'm assuming Player 4 is a pirate (in the event he is an empire builder). I meet Jack Fulmer. Both Jack Fulmer and Player 9 are in what I peg as 'the Player 8 area.' My hauling key inching toward Berserker 1's homeworld over the one- connector path finally arrives to unload. Merchant 1 is there and, I assume, hauling for Berserker 1. Berserker 3 is making a big push on Player 8. I position myself to and start hauling for Berserker 3 (as well as Player 4). I see Berserker 3 and Player 4 positioned for battle over Player 8's homeworld. Player 12 is huffing; he captures a key I sent toward him hauling metals and at peace. Berserker 2 isn't moving and my assault on him continues. I gift Apostle 1 a world. Turn 14 I meet the Apostle 2 and see Jack Fulmer in the Apostle 2 area (out toward Player 8). Berserker 3and Player 4 are fighting. Player 4 shoots all the industry off the Player 8 homeworld to spite Berserker 3. Player 4 gifts me more keys (he'd be a sitting duck if I were to attack him as I have two unobstructed routes to his homeworld ….) I encounter a mass of non-moving Berserker 2 keys. I've built my homeworld up to 43 industry as, essentially, I'm not fighting anyone! I gift Berserker 1 a key in the Apostle 1 area to trim. Turn 15 I now have a key at the Berserker 3 homeworld. I'm exploring Apostle 2 but not seeing movement. My main thrust is toward Berserker 2. I gift Player 9 a world to try to make up for shooting at him earlier. Apostle 1 shoots at and captures the Berserker 1 key I positioned in Apostle 1's territory last turn. OooooKaaaaaay. Turn 16 I again meet Jack Fulmer on the world on the other side of Berserker 1's homeworld. Berserker 1is barely moving. Player 9 gifts me a key at his homeworld AND shoots off the homefleets at one of my worlds AND captures one of my keys. I don't react well to this type of inefficient and aggressive play. And I can see where Player 9's homeworld is located and his resources. Player 9 is vulnerable. Merchant 1 is hauling for Player 9. Still no sign of life in the Apostle 2 area. I'm ready for major key captures in Berserker 2 land. Apostle 1 captures my keys in his area. What is this about?? Did I not gift him enough? Or was he ticked when I gifted Berserker 1 a key in his area?? If I weren't after Berserker 2 I would have attacked Apostle 1. Maybe Apostle 1 is next? Turn 17 Berserker 1 still isn't moving much. Player 12 gifts me a key at the Player 12 homeworld. Still no sign of life in Apostle 2land. I capture 9 Berserker 2 keys. I'm also at Berserker 2s' homeworld and I can see for the first time that Berserker 2 is a berserker. Darn it! I can also see that Berserker 2's territory is adjacent to Player 9. I appear to be well-positioned to go after Player 9 next. Apostle 1 is lucky. I shoot at Player 9 because he shot at me last turn. If Player 9 had only waited I would have given him the world he took from me. Player 12 ambushes Merchant 1. I can see Jack Fulmer is plundering. Turn 18 Berserker 1is dropping PBBs (4 at one world). I've decided to make a major move on Player 9 instead of taking the Berserker 2 homeworld and spending the rest of the game repopulating it. I can see Player 9 has a shortage of keys (when the game ends, Player 9 has only 4 keys and I have 39 keys). I see an Apostle 2 key and it moves! Jack Fulmer shows up at the Berserker 2 homeworld and captures 4 Berserker 2 keys. I could care less, but as I know Player 4 also borders Berserker 2, I'm hoping Jack Fulmer goes toward Player 4 rather than toward me. I meet Jack Fulmer again on a world with a neutral key with bad art that is generally in what I have pegged as 'the Apostle 2 neighborhood.' Turn 19 The game will probably end soon. Jack Fulmer shows up on a few worlds I had captured from Berserker 2. I'm generally plundering the worlds (sometimes not fast enough) to deter Jack Fulmer from coming in my direction. I'm keeping an eye on Apostle 1 with infrequent probes. I'm having a few small glitches with Player 12 (?inadvertent? ambushes). Player 12 seems to equivocate about having me haul for him but eventually he seems to choose me over Merchant 1. I also eventually see most of Player 12's map. Turn 20 I am assuming the game will end soon. I'm at Player 9's homeworld with great force and with much more on the way. Player 9's only escape is his one-connector which I'm guessing connects to Merchant 1. I am leaving Merchant 1 alone so as not to take on two players in the Player 9 area and, besides, Merchant 1 hasn't done anything to me. Player 4 has stopped moving. Jack Fulmer has captured the Player 4 homeworld. I gift Jack Fulmer some plastic (which originally was positioned to deter Player 12). Turn 21 The game ends. Player 9 has 212 ships at his homeworld but his industry is suppressed. I have 343 ships at the Player 9 homeworld with more on the way. Player 9 has a severe shortage of keys (he ends the game with 4 keys whereas I have 39 keys). If I had been playing simply for aggrandizement I would have attacked (backstabbed) Player 4. But I guess – at least right now -- that's not what I understand to be fun! If anyone has read this far they must be a grognard. If so, perhaps you'd like to join me with 13 other players to play an anonymous game? Even better, an anonymous game where we are ALL the same player type? ---------------------------------------------------------------------- QUESTIONS - Can anyone answer these? I am still waiting to hear if anyone has the answer to: Has anyone been in a game where the Black Box communicates? If so, what sort of information would it give out or respond to? ---------------------------------------------------------------------- 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 SWAP CORNER STARWEB ANALYZER V1.5 - It's on the web site and it's no longer a Beta! Go get it! As before - registered clients of any previous V1.x version can upgrade for free. www.flyingmoose.ca The Starweb Analyzer V2.0 (written under the .net framework). Mike has been busy recreating the analyzer and upgrading it. It's almost ready for beta testing. One more feature I would like to tease you with - ANIMATED GRAPHICS. Now it is possible to see fleet icons firing at each other or the world below. PBB bombs are shown with beautiful mushroom clouds emanating from afflicted worlds. As soon as it progresses a little further we shall invite some of you to beta test it. El ----------------------------------------------------------------------- CORRESPONDENCE Editor's note: As promised I've kept the SEDG alive on a bimonthly basis and will continue to put it out whenever interesting articles become available. I think the readers would be interested in games played under interesting themes, rules or variants. Multi play, anonymous or extra long games are unusual and would make for interesting reading. Has anyone been in a game where your alliance breaks up over disagreements or has seen backstabbing play? I believe these would be interesting to the readership. Well, that's it for Volume 76. Don't be afraid to submit articles or suggestions. Address your correspondence to Elliot Hudes at somnos@compuserve.com