[ Help | Earliest Comments | Latest Comments ][ List All Subjects of Discussion | Create New Subject of Discussion ][ List Latest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]Comments/Ratings for a Single Item Later ⇩Reverse Order⇧ Earlier Net Chess. Variant of InterGrid Chess. Move between intersections. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]Stephen Miller wrote on 2006-02-19 UTCHaven't tried it yet, which is why I haven't rated. It certainly looks interesting, however. Just thought I'd mention why I think ZoG would be overvalueing occupieing the intersections - I seem to recall that ZoG values positions primarially based upon movement ability, and from that perspective, I'd imagine the intersections to look extremely powerful. Point of pedantry, however... I thought ships in Trek could interact with ships out of warp while in warp, or at least crash into them. For an sf analogy, wouldn't the intersections be closer to hyperspace in B5? Tony Quintanilla wrote on 2006-02-13 UTCThanks Michael for the kind comments. I have now posted the ZRF. Yes, I've played it against ZOG to test the game mechanics, unfortunately ZOG plays this game very poorly. I also hope that the game plays well! But I'll have to wait for a human opponent! ZOG vastly overvalues moves to the intersections. I considered multiplying 'add''s for standard moves, but even with 3 adds, it did not alter ZOG's priorities (besides making you choose between multiple identical moves, which is annoying), so I abandoned this approach. As with many games that significantly alter movement structure, ZOG is mostly useful to test the game mechanics and to play by e-mail. 2 comments displayedLater ⇩Reverse Order⇧ EarlierPermalink to the exact comments currently displayed.