|
Post by cheethorne on Oct 31, 2008 0:25:05 GMT -4
I Really love the new combat rules... i really really vote for it Excellent. I like it too. AS well i was thinking that only fast and x ships should be able to pin fast and x ships it makes fast ship more valueable giving there lower heavy weapons compliments or at least it would take 2 non fast or x ships to pin fast /x ships Currently, fast ships and x-ships count as two ships for pinning, but only one ship for counter-pinning. This makes them more powerful when used to pin enemy forces. Now, I don't think it would be unreasonable to say that x-ships can't be pinned except by fast ships and other x-ships, but fast ships should be able to be pinned by regular ships. As John can attest, fast ships are quite valuable in a battle. OHHH NO Every planet need its own tug where the tugs r only builder unit and stations r toooooooo needed to for supplie chain Point taken. Ok, the the separate tug limit will not be removed. AS FOR the WE U should be able to Double the slips per dock but under ED u would only have 1 slip for building period limiting the Primary one just a bit more I was thinking that war-time would only allow +1 size-4 ship because adding tons of extra size-3 ship production made for lots of heavy cruisers running around and only +1 because a straight up doubling seems too good since everyone seemed to want to do it nearly all of the time. War-Time economy should be a desirable thing to do, but it shouldn't be entered in lightly and it seemed people were doing it sometimes just to get a short term huge boost in ship production. War-Time economy should be a long-term advantage, not a short-term ship count booster. And i realy don't understand clearly the size 2 BB and the size to non BB support by non bb do u mean dreadnaughts r alloud or only support and will every planet be aloud one free SR still At first, I was going to say the capital allowed a battleship or dreadnought and all primary planets (including the capital) allows only a dreadnought. However, I've been burned before by being too specific. If I said dreadnoughts and battleships only, someone would find some size-2 ship that wasn't a dreadnought or a battleship and make me look silly. Basically, the idea is that each primary planet lets you get a size-2 ship, but not a battleship. Your capital, in addition to its standard primary planet ship support numbers, gives you an additional size 2 ship, which can be, but doesn't have to be a battleship. This way, each player can only have one battleship at a time, making it big and special, while they can have one or more dreadnoughts depending on how many primary planets they control. Instead of 2 moons and small belt per planet players should be given 140 CPv or planettairy resourse to place. Sounds like a decent idea. I Really like your rules for hiring mercenaries forces Kevin we should use it I really like off map resourses as well I'm glad you liked these rules. I'll have to revisit them and make sure they are still up-to-date, but I think they are worthwhile. The mercenaries were a nice and expensive way to get ships, but because of their cost and the fact that you have to pay even if the ships were destroyed, it makes players reluctant to throw them away, it's a nice tension.
|
|
|
Post by ikefist on Oct 31, 2008 8:51:35 GMT -4
Yesterday at 3:02pm, ikefist wrote:And i realy don't understand clearly the size 2 BB and the size to non BB support by non bb do u mean dreadnaughts r alloud or only support and will every planet be aloud one free SR still
At first, I was going to say the capital allowed a battleship or dreadnought and all primary planets (including the capital) allows only a dreadnought. However, I've been burned before by being too specific. If I said dreadnoughts and battleships only, someone would find some size-2 ship that wasn't a dreadnought or a battleship and make me look silly. Basically, the idea is that each primary planet lets you get a size-2 ship, but not a battleship. Your capital, in addition to its standard primary planet ship support numbers, gives you an additional size 2 ship, which can be, but doesn't have to be a battleship. This way, each player can only have one battleship at a time, making it big and special, while they can have one or more dreadnoughts depending on how many primary planets they control.
ok NOW I UNDERSTAND and yes that is kewl withthe limit of only one Battleship it would not truely matter if the CR droped on them everyone can only have one
I also tghink u should be able to move your Capital to another Primary only if u Pay Alot Of CPV i mean it happens sometimes even in our own history esecially in war time
|
|
|
Post by ikefist on Oct 31, 2008 8:54:53 GMT -4
And nthe one turn bu8ilds for ships r kewl but we would need to come up with a down time for docks after wards or people can just Mass procuce ship ship in a desperate time like
with a required down time per dock after it makes alot more since
|
|
|
Post by ikefist on Oct 31, 2008 11:07:47 GMT -4
we SHOULD BE ALOUD TO USE AUX ships for local defence and police that would se to there getting built aswell and what is the aux limit per planet? 1?
|
|
|
Post by cheethorne on Oct 31, 2008 11:20:58 GMT -4
we would need to come up with a down time for docks after wards or people can just Mass procuce ship It is very hard to mass-produce ships using the one turn build rules. For example, building four Federation CA's in a single turn would cost 588 CPV in one turn. That is a lot of money and was more than Chris was making in that last campaign until probably turn 18+. It also would represent about 50% of my non-war-time economy income from a single turn as well. Considering that people are building lots of ships from many drydock slips anyway and that heavy cruisers (and similar ships) are almost always rolling off the lines anyway, it won't make that much of a difference in terms of how quickly ships become available. Generally speaking. I don't know about you, but I was using all of my money each turn (even at war-time economy) and I still wouldn't have had the money to run all of my slips building a ship each and every turn. Maybe Kirk could have, but even that I seriously doubt (especially since he had 13 dry docks, at war time economy means he had 53 slips), if each ship only cost 100 CPV, that would still be 5300 CPV per turn and not even he had that kind of income. Also, the ship support limit for auxiliary ships is 1 per planet. But I'm not sure about giving them the special Reserve Movement. They were meant (in SFB history) to take the place of military ships when in desperate need of more ships, whereas Police ships and Local Defense ships are meant to protect the homeland.
|
|
|
Post by cheethorne on Nov 3, 2008 9:43:20 GMT -4
I'd like to change the ship production benefit when entering into a war-time economy.
I'd like to change it to say that you can channel 80 CPV per turn (or possibly 60 per turn, a 50% increase) into each slip instead of providing players with more slips. The overall effect is similar, but players don't have to worry about having ships in the pipe when war-time economy ends.
Also, when under a economic exhaustion, I'd like to lower the amount you can channel into a slip to 30 CPV per turn (a 25% reduction) as an alternative to my idea of losing 1 SC4 slip. So you don't lose a slip from each dry dock, but you suffer real ship building penalties when under the bad times of economic exhaustion.
Thoughts?
|
|
|
Post by ikefist on Nov 3, 2008 15:08:44 GMT -4
I like the idea its far more a disadvantage and slows your ship building baddly but the ratio should be the same if 80 then 20 if 60 then 30 but over all i like it
However i still like the one turn build its soooo easy to manage really
|
|
|
Post by ikefist on Nov 3, 2008 15:09:32 GMT -4
Actually i like it enough to exalt u and i normal only ever smite its so much more fun
|
|
|
Post by cheethorne on Nov 4, 2008 15:40:26 GMT -4
Update the website with the first round of changes for campaign 7. These changes are noted in the Recent Updates section. Enjoy. homepage.mac.com/cheethorne/sfb/Outstanding Issue: * Starting Tholian web strength for bases and pinwheels (I need to brush up on the rules for this).
|
|
|
Post by ikefist on Nov 8, 2008 8:13:00 GMT -4
the starting ship limits 14 police 7 local defence Does the one comands ship 2 scouts ect start up limits count cuase 1/2 the hydren pol ships r carriers so making me my 14 ships and not able to buy 1/2 of then is veryvery limiting and well if i want a police leader is that going to take my command ship lame but with 14 of them built would not they have built some leaders for them?
|
|
|
Post by ikefist on Nov 8, 2008 8:47:32 GMT -4
Also i think advanced races and nuetral races should be able to join the federation easier advancde races should be able to be bought into the feds and nuetral race should be able to be bought in easier maybe cheaper not shorter thats what the Feds do
|
|
|
Post by ikefist on Nov 8, 2008 8:52:13 GMT -4
If two players both try to Hold at an uncontrolled terrain feature, they must roll a die to determine who got to it first. Use the modifiers for determing combat resolution to determine who reached the terrain first. The losing player is considered to be holding away from the fixed terrain feature.
That should only be used if players get in hex atsame time if someone was in the hex first they should win by default
|
|
|
Post by cheethorne on Nov 8, 2008 11:48:52 GMT -4
the starting ship limits 14 police 7 local defence Does the one comands ship 2 scouts ect start up limits count The starting police ships have to be the basic police ship, not a police carrier, or a police flagship, or anything like that. The local defense ship could be your carrier, but that would count against the carrier limit. The rules will be updated with this clarification. Although, we can discuss it more, but that was the intention (basic ships). Also i think advanced races and nuetral races should be able to join the federation easier I would be hesitant to add something like that to the rules without a careful reflection of all of the racial "advantages". It might be good to add as something to balance the Federation if they were perceived to be weaker than other races. if someone was in the hex first they should win by default Makes sense, I'll update the rule to reflect that.
|
|
|
Post by ikefist on Nov 9, 2008 20:12:02 GMT -4
I Have a serious question Why do fighters on scouts have to count against command limits i mean sure that makes the free scout slots better
But they need to have escourts with then basically and every race has scouit carriers so i don't see why the fighters should have to count against the command ratingit basically id fair to everyone if they don't
It don't truely bother me as the hydrens cuase i have hybrid scout carriers and i can still bring in fighters of they hybrids if anything it levels the playing feild alittle for everyone
If there is real reasons why that i am not seeing please infom me
|
|
|
Post by ikefist on Nov 9, 2008 20:30:40 GMT -4
What About increaseing Command rateing by 1 for x ships leading a fleet as long as its the only one in the fleet
|
|