Re: Complexity/Campaigns
From: Winchell Chung <nyrath@c...>
Date: Fri, 23 Jan 1998 07:04:27 -0500 (EST)
Subject: Re: Complexity/Campaigns
On Fri, 23 Jan 1998, Donald A. Chipman III wrote:
> Unfortunately, Stellar Conquest, being a "MetaGaming Classic", is
probably
> only slightly easier to come by than a Pterodactyl skin Stradivarius
signed
> by Elvis.
As far as I know, it is still available from Avalon Hill.
The game pioneered the now classic shipbuilding/research
dilemma. Each production period, you as ruler of your
race has to decide if you devote your resources on
building ships and items with the *current* level of
technology, or spend resources on research in order
to advance your level of technology in various fields.
You don't want to be conquered by somebody who built
a mass of primitive ships while you were screwing around
in the lab. But on the other tentacle, you don't want
to build a bunch of primitive ships, then discover that
invading your technologically advanced neighbor is like
a bunch of New Guinea headhunter war-canoes taking on
the Pacific Fleet.
The game starts off with lots of limits that can be
defeated with research. Ship interstellar speeds are
slow, ships can only travel up to a certain limit from
the closest colony or they die (out of fuel), only certain
types of planets can be colonized, colonists reproduce
at a limited rate, industrial complexes have limited
efficiency at turning the labor of colonists into
material goods (like interstellar warships), ships
have to designate their destination star when they
leave orbit and cannot change it no matter what (no
interstellar communication), and of course your
ships and defensive missile bases have limited weapons.
> I was pleasantly surprised to see that FT list newcomer(?)
> Winchell Chung, the man who designed the grim visage of the most
fearsome
> fighting machine of the 21st Century yet still found time to maintain
a
> pretty spiffy 3d Starmap page (you guys looking for realism in your
space
> campaigns could do a lot worse than visiting
> http://www.clark.net/pub/nyrath/starmap.html), had written an article
for
> General on the game.
<blush> Guilty as charged. I was quite crushed when
Avalon Hill didn't see fit to incorporate the improvements
I advocated in my article into the game. Oh well.
About three times a year, I get some kind of email
along the lines of "are you *THE* Winchell Chung,
who made the Ogre?" My small claim to fame.
The starmap site was initially my attempt at
learning HTML. I had done work on 3-d starmaps
for decades, so I wrote about it. The site "just growed"
into the monster it is today. I've *got* to give
it a good cleaning, many of the links are dead.
And there are about five SF authors who are writing
books with maps they made with my info!
* A B S I T * I N V I D I A * V E R B O ** I D E M * S O N A N S *
+-----------------------------------------------------------------------
-----+
| WINCHELL CHUNG
http://www.clark.net/pub/nyrath/home.html |
| Nyrath the nearly wise
nyrath@clark.net |
+---_---+---------------------[ SURREAL SAGE SEZ:
]--------------------------+
| /_\ | It's a particle! No, it's a wave! No, it's a dessert
topping! |
| <(*)> |
|
|/_/|\_\|
|
| //|\\ |
|
+///|\\\+---------------------------------------------------------------
-----+