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Post by ikefist on Nov 14, 2008 14:58:17 GMT -4
WE NEED MONSTERS WHAHAHAHHAHAHA
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Post by jasonsearles on Nov 18, 2008 11:50:52 GMT -4
so the tholians dont have size 3 or equivilant national gaurd ships do i just use the size 4 corvettes if so yeha lol some of them r pretty sick
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Post by cheethorne on Nov 18, 2008 12:08:47 GMT -4
so the tholians dont have size 3 or equivilant national gaurd ships do i just use the size 4 corvettes From Version 7 of the Campaign Rules: 1.4.4 - THOLIAN NOTES * Tholians do not have local defense ships, they must instead purchase seven patrol corvettes or Improved Patrol Corvettes. This number is in excess of the standard limit of no more than four ships of each type. * The Year In Service date for the Neo-Tholian Survey Cruiser is adjusted to Y174. 3.4.3 - POLICE AND LOCAL DEFENSE SHIPS * Tholian Patrol Corvettes (and variants) can count as local defense ships or as regular military ships as the player chooses. This means that at the beginning of the game you can only choose Patrol Corvettes and Improved Patrol Corvettes (the one that replaced the Web Generators with a Phaser-3's). After that, your Patrol Corvettes and all variants can count against the Local Defense Ship ship limit (not police ship limit, you have a police corvette for that). Don't forget that the Destroyer is not a Patrol Corvette even if it looks like one. Also, I haven't figured out what the maximum starting energy for placed webs is going to be, but it will be fair, I just need to figure out what the value is going to be (it will be higher than 0).
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Post by jasonsearles on Nov 19, 2008 11:33:08 GMT -4
i forgot how many base stations do we get?and do we still get a free set of defsats and if so do i use the disrupter or the torpedo ones?
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Post by ikefist on Nov 19, 2008 11:49:13 GMT -4
we get a basestation per planet and we never had a free set of def sats just def sats don't count against comand limits
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Post by cheethorne on Nov 19, 2008 11:50:53 GMT -4
i forgot how many base stations do we get?and do we still get a free set of defsats and if so do i use the disrupter or the torpedo ones? We start with 7 base stations, one over each of the seven starting planets. (rule 1.3.3) You do not get a few set of defense satellites. You have to buy them at the regular price (100 CPV per set of five satellites). As a Tholian player you can build Disurptor and Photon ones.
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Post by ikefist on Nov 19, 2008 12:12:45 GMT -4
So did u get rid of the extra size 4 slip in war time ?? igf so u might want to post war time rules on this sight cuase we both know only 1/2 the players will actually read the rules in detail and that one is very very important
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Post by ikefist on Nov 19, 2008 12:13:51 GMT -4
And how does remote control fighters work for xp since xp stays with the unit but the guy useing it is on the ship
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Post by ikefist on Nov 19, 2008 12:18:37 GMT -4
ledgendary diplomats should be able to stop any fight the empire there assinged to if its the attacker bit more realistic
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Post by cheethorne on Nov 19, 2008 13:39:34 GMT -4
So did u get rid of the extra size 4 slip in war time?? I did. I'll describe it here again (although I mentioned it in one of my posts in this thread, at least a reference to it): * During a war-time economy, instead of gaining extra dry dock slips, each of your Planetary Dry Docks can channel 60 CPV per slip per turn instead of the normal 40 CPV per slip per turn. * During economic exhaustion, however, you can only channel 30 CPV per slip per turn instead of the normal 40 CPV per slip per turn. * The +10 CPV at double cost to complete a ship still applies in both war-time economy and economic exhaustion. Remember, this extra production can only be done if it would complete a ship that turn. And how does remote control fighters work for xp since xp stays with the unit but the guy useing it is on the ship In the case of remote control fighters, the XP would follow the pilot, not the remote-controlled fighter, but that pilot's experience could only work in remote-controlled fighters of that type. For example, if a pilot remote-controlled a Stinger-2 fighter, he couldn't pilot a non-remote-controlled Stinger-2 or a remote-controlled Stinger-H. You could move such a pilot around (like you move around other personnel) and he would gain experience even if his fighter was destroyed (assuming your fleet got experience, he doesn't gain experience just by being blown up). Since we don't track individual pilots for built fighters, you would never be in a situation where you would have to put that remove-control experienced pilot in another fighter, although you would have to track where he is located in case you want him to get into another remote-controlled fighter of that type or he is on a ship that gets blown up or something. Also, you would have to be careful about how easy / hard it is to quickly switch fighters from being remote-controlled to being piloted, since a remote-controlled fighter could never go to the Sortie Pool. ledgendary diplomats should be able to stop any fight the empire there assinged to if its the attacker bit more realistic Giving them such an ability would require the other player more say in whether the diplomat can arrive or not. As it stands, the only way for me to stop your Legendary Diplomat from arriving in my empire is for me to break Formal Contact with you. In exchange for my inability to stop you from assigning him, your legendary diplomat only allows you to stop my attacks on you. I'm open to expanding this, but it would have to come with additional safe-guards. Also, I'd love to have more strategic level legendary officers (like the Diplomat) in the game. If you have any additional ideas, I'm all ears. I've been thinking of a Legendary Merchant or Trader, but I can't think of any good ideas for it other than just CPV production and the Legendary Diplomat already does that.
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Post by ikefist on Nov 19, 2008 14:55:30 GMT -4
How about a ledgendary double agent it could act like the admirals old ability but obly for one ship but the player whos agent it is gets to pick the ship
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Post by ikefist on Nov 19, 2008 15:08:12 GMT -4
what about a ledgendary tactician givea fleet a higher reationary movment?
Ledgendary ship builder xtra cpv to build project a turn ?
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Post by ikefist on Nov 19, 2008 15:10:36 GMT -4
ledgendary diplomat alterante use convert non advanced race to lost colony at cost of his life
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Post by ikefist on Nov 19, 2008 15:15:24 GMT -4
merchant or trader could double the range for supplie chain where they r stationed instead of increase cpv u would get a cpv increase for the control u would mostlikey get from the territory
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Post by ikefist on Nov 19, 2008 15:16:50 GMT -4
besides it would work well with the hard to build bases? basically any base he is on is like a trade union base or planet muchgreater range of supplie and once placed can not be changed
Hard to pack up a trade hub and move it?
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