Difference between revisions of "Newbies(Extreme Universe)"

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We are an alliance that values the playstyle of each individual member.  We seek to learn and to teach the game to each other, and in the process, to have fun!
 
We are an alliance that values the playstyle of each individual member.  We seek to learn and to teach the game to each other, and in the process, to have fun!
  
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== '''Part 1 : Our Values''' ==
 
== '''Part 1 : Our Values''' ==
[[Image:Recon_territory.png|left|100px]]
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[[Image:Recon_territory.png|right|150px]]
  
 
It may sound odd that we would examine our values as part of playing a game; however, we are dealing with real people, and the game is as much about how we socialize as it is anything else.
 
It may sound odd that we would examine our values as part of playing a game; however, we are dealing with real people, and the game is as much about how we socialize as it is anything else.
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== '''Part 2 : Our Basic Overall Strategies''' ==
 
== '''Part 2 : Our Basic Overall Strategies''' ==
[[Image:dionysus_class.png|left|100px]]
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Basic overall strategy covers what we do day-to-day. Combined with our values, this becomes a framework on which we can build more specific strategies.
 
Basic overall strategy covers what we do day-to-day. Combined with our values, this becomes a framework on which we can build more specific strategies.
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== '''Part 3 : Roles and Responsibilities''' ==
 
== '''Part 3 : Roles and Responsibilities''' ==
[[Image:answer_call.png|left|100px]]
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I’m not a big fan of hierarchy and chains of command; this is, after all, just a game – played for entertainment’s sake. The last thing anyone needs in life is to be “responsible” for someone else’s entertainment. However, the alliance exists because we want to share our entertainment together. So, rather than use a hierarchy, we will have “cell groups” or “squadrons” – people working and having fun together.
 
I’m not a big fan of hierarchy and chains of command; this is, after all, just a game – played for entertainment’s sake. The last thing anyone needs in life is to be “responsible” for someone else’s entertainment. However, the alliance exists because we want to share our entertainment together. So, rather than use a hierarchy, we will have “cell groups” or “squadrons” – people working and having fun together.
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== '''“Newbie” Alliance Strategy, early history''' ==
 
== '''“Newbie” Alliance Strategy, early history''' ==
 
by Stormtower (n00b Alliance Leader)
 
by Stormtower (n00b Alliance Leader)
[[Image:Slip_dragnet.png|left|100px]]
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[[Image:Slip_dragnet.png|left|150px]]
  
 
This is a bit of a history lesson of this alliance; I’m documenting it here so we have an idea of where we came from, and thus, a better idea of how we’ll get where we want to be.
 
This is a bit of a history lesson of this alliance; I’m documenting it here so we have an idea of where we came from, and thus, a better idea of how we’ll get where we want to be.
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Some of us have played the earlier version of SFC – the one with diplomacy mode. That was fun because it allowed for peaceful (and slow) empire building. The ugly part starts when you get out of diplomacy mode; you’re stuck with two harsh facts – the juicy targets can hide back in diplomacy mode; and there are very large empires with large armadas who can force you back to diplomacy mode.
 
Some of us have played the earlier version of SFC – the one with diplomacy mode. That was fun because it allowed for peaceful (and slow) empire building. The ugly part starts when you get out of diplomacy mode; you’re stuck with two harsh facts – the juicy targets can hide back in diplomacy mode; and there are very large empires with large armadas who can force you back to diplomacy mode.
  
[[Image:charon_class.png|right|100px]]
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[[Image:charon_class.png|right|150px]]
 
''Let’s admit it, we want a chance at a fair fight. We want a fair chance at success.''
 
''Let’s admit it, we want a chance at a fair fight. We want a fair chance at success.''
  
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[[Image:Escort_ship.png|left|100px]]
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[[Image:Escort_ship.png|left|150px]]
  
 
The first ideas that I introduced, and most of the members accepted, revolved around the idea of popping up-and-down of the 100 build point threshold. While a player was under 100 build points, they were immune from attacks; when one goes over 100 build points, they can attack (and be attacked).
 
The first ideas that I introduced, and most of the members accepted, revolved around the idea of popping up-and-down of the 100 build point threshold. While a player was under 100 build points, they were immune from attacks; when one goes over 100 build points, they can attack (and be attacked).
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The other pop-up-and-down idea appealed to players who loved to colonize. It is possible to get a Gaia ship without going above the 100 build point threshold; and even if you go a little bit above the threshold, the Gaia colonize mission will typically be a form of “fleet and resource save”. Saint James, Swung, and Jazzy used this idea and managed to colonize several planets in our first secret base.
 
The other pop-up-and-down idea appealed to players who loved to colonize. It is possible to get a Gaia ship without going above the 100 build point threshold; and even if you go a little bit above the threshold, the Gaia colonize mission will typically be a form of “fleet and resource save”. Saint James, Swung, and Jazzy used this idea and managed to colonize several planets in our first secret base.
  
[[Image:apollo_class.png|right|100px]]
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[[Image:apollo_class.png|right|150px]]
 
The natural hybrid between the two ideas is to use Apollo ships and combine forces with alliance mates to form relatively massive armadas. If a player was to lose 1 or 2 Apollos, they would pop down below the 100 build point threshold, and be safe to gather resources to rebuild their squadron. Or, gather the resources to launch a colony ship. The “Pirates” are the gang who have used this idea.
 
The natural hybrid between the two ideas is to use Apollo ships and combine forces with alliance mates to form relatively massive armadas. If a player was to lose 1 or 2 Apollos, they would pop down below the 100 build point threshold, and be safe to gather resources to rebuild their squadron. Or, gather the resources to launch a colony ship. The “Pirates” are the gang who have used this idea.
  
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== '''Where are we today''' ==
 
== '''Where are we today''' ==
[[Image:poseidon_class.png|left|300px]]
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[[Image:artemis_class.png|left|300px]]
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update: 3/17/2010
 
update: 3/17/2010
 +
  
 
The alliance is now set-up to grow.  We were initially only interested with our small intimate cadre of less than 20 players.  But the game has grown, and we need to grow up with it.  If you are interested, or perhaps you have a small alliance looking for some comrades, feel free to contact us.   
 
The alliance is now set-up to grow.  We were initially only interested with our small intimate cadre of less than 20 players.  But the game has grown, and we need to grow up with it.  If you are interested, or perhaps you have a small alliance looking for some comrades, feel free to contact us.   
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If you want to reach us, or see some of us "in-action", you'll find us in the Extreme Universe:  Galaxy 1, System 469 and surrounding systems.
 
If you want to reach us, or see some of us "in-action", you'll find us in the Extreme Universe:  Galaxy 1, System 469 and surrounding systems.

Revision as of 02:30, 18 March 2010

Apollo class.png

We are an alliance that values the playstyle of each individual member. We seek to learn and to teach the game to each other, and in the process, to have fun!

If you want to reach us, or see some of us "in-action", you'll find us in the Extreme Universe: Galaxy 1, System 469 and surrounding systems

Part 1 : Our Values

Recon territory.png

It may sound odd that we would examine our values as part of playing a game; however, we are dealing with real people, and the game is as much about how we socialize as it is anything else.

The Values we will cling to are: Honor, Respect, and Loyalty.

Honor -- honor yourself. Be true to your convictions; don’t beat yourself up. -- honor your team. Be true to your team; support each other.

Respect -- always show respect. Avoid trash talk; respect for everyone. -- respect despite temptation. Even the enemy. Even if you are disrespected.

Loyalty -- always loyal to each other; even if we leave this alliance. -- do not betray our secrets


Part 2 : Our Basic Overall Strategies

Dionysus class.png

Basic overall strategy covers what we do day-to-day. Combined with our values, this becomes a framework on which we can build more specific strategies.

The Basic Strategies we will employ are: Avoidance and Cooperation

Avoidance -- fleet save. Keep your fleet away from your exposed planets; if you leave them on a planet, be prepared for enemies who will attack you in order to collect your debris. -- resource save. Keep your resources away from your exposed planets; if you have a secret base, transfer and gather your resources there instead. -- conflict save. Avoid getting entangled with enemies who are more powerful than you. This includes provoking other players (who may call on their friends for help); as well as avoiding getting yourself provoked (know your limits).

I dislike taking revenge; we’ll do it to exert and enforce others to respect us, but we should avoid doing it to disrespect others.


Cooperation -- grow together. Stay within 5x of the build points of those in your team. You’ll be able to defend each other, and you’ll be able to share attacks together. -- live together. Gather your colonies to be near each other. Seek each other for secret-stash bases, as well as for military-staging bases.


Part 3 : Roles and Responsibilities

Answer call.png

I’m not a big fan of hierarchy and chains of command; this is, after all, just a game – played for entertainment’s sake. The last thing anyone needs in life is to be “responsible” for someone else’s entertainment. However, the alliance exists because we want to share our entertainment together. So, rather than use a hierarchy, we will have “cell groups” or “squadrons” – people working and having fun together.

There is one unique role – the Alliance Leader (me). This guy is in charge of setting up Non Aggression Pacts, interviewing and approving membership applications, facilitating alliance and officer discussions, and providing general vision and direction for the alliance. In short, a glorified administrator.

Officers / Squad Captains – (see team lists in-game). These people are the main sources of ideas and activities for the alliance. They will be directly involved with the players who are in their team. And by collaborating with the other captains, they will be indirectly involved with players outside their team.

Squad Members – (see team lists in-game). The military has long recognized that soldiers who work together in a squad have a higher survival rate than sending out soldiers alone.



“Newbie” Alliance Strategy, early history

by Stormtower (n00b Alliance Leader)

Slip dragnet.png

This is a bit of a history lesson of this alliance; I’m documenting it here so we have an idea of where we came from, and thus, a better idea of how we’ll get where we want to be.

Most of us were team members in a game called Travian (www.travian.com and many other servers); so we know what it is like to build up a village, work together in raids and defense, and then suddenly find ourselves staring at a massive army that has come to invade our lands. Unlike SFC, Travian allowed for the destruction of infrastructure in addition to having all your resources raided. So if you were not careful, you’ll find your village ransacked, pillaged, and unable to get back on its feet.

Some of us have played the earlier version of SFC – the one with diplomacy mode. That was fun because it allowed for peaceful (and slow) empire building. The ugly part starts when you get out of diplomacy mode; you’re stuck with two harsh facts – the juicy targets can hide back in diplomacy mode; and there are very large empires with large armadas who can force you back to diplomacy mode.

Charon class.png

Let’s admit it, we want a chance at a fair fight. We want a fair chance at success.

The EXTREME version of this game started, and we contacted each other, and we started anew on a fresh new universe. We got our chance to be near or nearer each other, and we got our chance to develop our empires near the very beginning of the game.


Escort ship.png

The first ideas that I introduced, and most of the members accepted, revolved around the idea of popping up-and-down of the 100 build point threshold. While a player was under 100 build points, they were immune from attacks; when one goes over 100 build points, they can attack (and be attacked).

It’s not that hard to pop up and down: you upgrade a building that would take you from 99 build points to 100, find a target and launch the attack, and even while the attack is en-route, you tear down the building to take you back to 99. Le TerJ employed that idea very well, using an armada of Artemis ships. Eventually, he had enough that he didn’t even need to “pop down,” and he moved on to Apollos and Gaias.

The other pop-up-and-down idea appealed to players who loved to colonize. It is possible to get a Gaia ship without going above the 100 build point threshold; and even if you go a little bit above the threshold, the Gaia colonize mission will typically be a form of “fleet and resource save”. Saint James, Swung, and Jazzy used this idea and managed to colonize several planets in our first secret base.

Apollo class.png

The natural hybrid between the two ideas is to use Apollo ships and combine forces with alliance mates to form relatively massive armadas. If a player was to lose 1 or 2 Apollos, they would pop down below the 100 build point threshold, and be safe to gather resources to rebuild their squadron. Or, gather the resources to launch a colony ship. The “Pirates” are the gang who have used this idea.

The other advantage to using this strategy is that a lot of the “game-changing” tech involves spending a ton of resources in research and ships – once spent, that player is essentially “permanently” higher up in the food chain. For those of us who stayed under 200 build points, we were immune to attacks from those who went over 1000 build points. A player would need at least 1000 build points to get ships like Athenas and Ares. And while it is possible to build Poseidons and Interplanetary Ballistic Missiles and stay under 1000 build points, it isn’t really practical to do so. Many of us stayed under 200 build points, and we avoided threats like that.

Where are we today

Poseidon class.png
Artemis class.png


update: 3/17/2010


The alliance is now set-up to grow. We were initially only interested with our small intimate cadre of less than 20 players. But the game has grown, and we need to grow up with it. If you are interested, or perhaps you have a small alliance looking for some comrades, feel free to contact us.


If you want to reach us, or see some of us "in-action", you'll find us in the Extreme Universe: Galaxy 1, System 469 and surrounding systems.