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Post by cheethorne on Nov 9, 2008 22:28:25 GMT -4
Why do fighters on scouts have to count against command limits i mean sure that makes the free scout slots better They count against the command limit to ensure that if players want to have fighters in their fleet, they have to dedicate real ships to the cause, instead of combining several ship types in a "free" slot, like putting an Area Control Ship in the free scout slot, and combing a scout and a control ship into a single slot. 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 This rule originates in SFB and was not invented by me. I don't question their rules in most places. Also, don't forget that even on Hybrid Carriers, any fighter in excess of four will count against both the fighter limit and the command limit (just like a single fighter on a a non-hybrid scout would count against both the fighter limit and the command limit). If there is real reasons why that i am not seeing please infom me The real reason is that it is a rule written by the designers of Star Fleet Battles. I can guess at the cause (see above), but it is only a guess. It seems to make sense to me though. What About increaseing Command rateing by 1 for x ships leading a fleet as long as its the only one in the fleet I always meant to put something like that in there, I just never got around to it. This should encourage people to either make squadrons of only x-ships or use x-ships as flagships.
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Post by cheethorne on Nov 10, 2008 10:32:44 GMT -4
Update the website with the second round of changes for campaign 7. 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). Rule Changes: * Modified 1.4 - Re-organized this section and clarified what police and local defense ships can be selected at the beginning of the game. Romulans can no longer select Vulture Dreadnoughts or Falcon Maulers to satisfy their local defense ship requirements and cannot begin the game with sublight Old-Series ships, but they can build these ships during the course of the game. * Modified 2.5 - Increased the cost of most crew unit accessories and listed the price of ground combat vehicles. * Modified 6.4.3 - The player that enters a hex with an uncontrolled terrain feature first is allowed to automatically Hold at that terrain feature (no die roll required). * Modified 6.7 - X-Ships have a higher command rating if they are the only X-ship in a fleet. Clarified note about tug pods for races that use paired tug pods (such as the Kzinti and the Klingons). * Modified 8.2.1 - Listed new limits on the maximum number of special infantry types allowed to defend or attack a planet.
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Post by ikefist on Nov 10, 2008 10:45:19 GMT -4
Ahhhh ok i see why u now have that rule inplace but it makes the sout carriers almost useless to make it so that they r not useless if u have a scout carrier in the fleet u should still be aloud to put a free scout in that would take care of that
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Post by cheethorne on Nov 10, 2008 11:15:39 GMT -4
to make it so that they r not useless if u have a scout carrier in the fleet u should still be aloud to put a free scout in that would take care of that You can already do that, under 6.8.9 of the rules, where it talks about the limit of PF Tenders in a fleet, it specifically says that Scout Carriers count against the PF Tender limits and PF Tenders don't have to count as the one scout allowed in a fleet.
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Post by ikefist on Nov 10, 2008 16:40:53 GMT -4
Been thinking is there any increase in VP for x ships bases ext there probally should be a x base could be a bitch to kill
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Post by cheethorne on Nov 11, 2008 9:17:54 GMT -4
Been thinking is there any increase in VP for x ships bases ext there probally should be a x base could be a bitch to kill I like this idea. A simple +1 VP for X-Bases should be sufficient.
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Post by jasonsearles on Nov 11, 2008 12:52:19 GMT -4
hey i also need to know the limitations on the tholian web casters in a fleet to see if it is evan worth playing them i mean all there ships pretty much have them as a standard option and not as a refit so i need to know if there is a restriction on them if so then you could not posibly run a fleet.
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Post by jasonsearles on Nov 11, 2008 12:53:25 GMT -4
kevin call me on my cell 227-9270 i have a few more questions for you?
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Post by cheethorne on Nov 11, 2008 16:02:37 GMT -4
hey i also need to know the limitations on the tholian web casters in a fleet In SFB, the Tholian Holdfast only had 20 or so Web Casters in their entire empire. As such, they had limits on the number of Web Casters you could bring in any one fleet because it was not realistic that the Tholians would have concentrated 8 of their Web Casters into a single fleet. However, we don't have that restriction. Instead, we have a restriction that says the Tholian player can only start production on one web caster equipped unit per turn. Refitting a ship to include a web caster or converting a ship to a web caster equipped version counts as the one web caster allowed per turn. Using Long-Term Repairs to repair a Web Caster on a ship also counts against the allowed web casters per turn. This means that even by turn 20, the Tholian player could only have at most 20 Web Caster equipped ships, but he gets to choose how they will be distributed among his fleets and then, as he takes losses and damage, he has to choose between repairing the web casters or starting construction on new ships with web casters. This is in contrast to the ISC restrictions on the number of PPD equipped ships in a fleet which is based on fleet tactics enforced by the rules as opposed to a strategic level restriction. The ISC could have fielded fleets of PPD ships, but their fleet tactics were designed with mixed fleets in mind. Also keep in mind that Web Generators (designated as "Web" or "Web Generator" on an SSD as opposed to "Web Caster" or "WC") is not covered by the one per turn restriction, neither are Web Anchors, Web Spinners, or Web Tenders, or any other web related technology. As many of those can be built per turn as a player chooses.
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Post by cheethorne on Nov 12, 2008 14:06:14 GMT -4
Website hasn't been updated with the following changes, but it will be if I accumulate more changes or no other changes are forthcoming.
Rule Changes: * Modified 1.4.4 - Tholian players can build the NSR (Neo-Tholian Survey Ship) starting in Y174. * Modified 1.4.6 - Lyrans can purchase additional frigate and war destroyer tugs if they purchase tug-based survey ships. * Modified 10.1 - Destroying an X-Base generates more victory points than destroying a non-X-Base. Changed the victory points earned for destroying a size-2 ship to specifically state dreadnoughts and battleships. Destroying a battleship is now worth more victory points.
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Post by ikefist on Nov 13, 2008 8:55:47 GMT -4
I ho[pe u r going to implement the building large asteroids thing for 100 cpv i like that besides it don't unbalance anything it just lets people get there moons for bases they don't generate cpv
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Post by cheethorne on Nov 13, 2008 9:49:45 GMT -4
I ho[pe u r going to implement the building large asteroids thing for 100 cpv i like that besides it don't unbalance anything it just lets people get there moons for bases they don't generate cpv The problem with allowing people to buy large asteroids though is that if we combine that with people's ability to choose how they want to distribute their 140 CPV in starting moons and asteroid belts, no one will start with any moons. They have no reason to. Put it all in large belts and then eventually purchase the full allotment of four large asteroids over each of their starting planets. That is the only problem that I see. Rule Changes: * Restore the ability of Romulans to purchase sub-light ships at the start of the game. * Modified 6.8.17.2 - Archeo Tholian ships (not Neo-Tholian ships) operating within a supply chain that includes an inhabited planet they control have +1 CR, but it must be a Patrol Corvette. * Modified 6.8.17.4 - LDR Military Corvette ships have +1 CR. * Modified 6.8.17.5 - Wyn ships operating within a supply chain that includes an inhabited planet they control have +1 CR to a maximum CR of 10. This extra ship must be a size class 4 auxiliary ship. These rule changes are to provide more constraints on the generic +1 CR that the above three races receive. This way, it is not just any size-4 ship anymore, but one that is specific to that race. The LDR change reflects the fact that using conjectural ships, the LDR have a complete fleet available to them and they don't need the extra help (unlike historically). However, since they use Military Corvettes at the same place other races use Destroyers, it now receives the command rating of a destroyer not the police ship category that it would normally fall under. Proposed Rule Cange: * Modified 6.8.1 - Flagship must be the largest (or tied for the largest) non-civilian ship in the fleet. This is to remove the possibility of using a high command rating size-4 ship to command fleets of cruisers, such as an X-Tech Heavy War Destroyer, which could have a command rating of 5 if it had the flag bridges and was leading a fleet of non-x-ships. This problem is not seen in SFB because such a Heavy War Destroyer would have a command rating of 10, which is basically the same rating as all normal heavy cruisers anyway.
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Post by ikefist on Nov 13, 2008 14:43:05 GMT -4
like the rule clarifications they make since exalt
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Post by ikefist on Nov 13, 2008 14:43:32 GMT -4
like the rule clarifications they make since exalt
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Post by cheethorne on Nov 14, 2008 13:39:39 GMT -4
I'm also adding new rules for the terrain types. There are some things that can change for terrain, such as how often a Pulsar emits a burst. These things are now mentioned in the campaign rules. The most important one is for Gravity Waves, which is now on the Space Terrain Chart (Chart 1, as the 05 result).
The campaign specific rules for Gravity Waves are as follows: * The effects of a gravity wave is different each time a battle is fought in the area. The strength of the gravity wave and the direction it comes in on is determined randomly using the procedure listed below: + Direction: Roll 1D8, the result corresponds to a direction that the wave comes in on in the following order: Upper Left (1), Top (2), Upper Right (3), Right (4), Lower Right (5), Bottom (6), Lower Left (7), and Left (8). + Strength: Roll 1D3x10 and this is the strength of each gravity produced in this battle.
Generally speaking, gravity waves come in on one side of the map and move to the opposite side and will deal damage equal to their strength to everything they hit. The damage is spread out evenly on the facing shields and the ship is turned 60 degrees (a normal turn) in the direct that the wave was moving (or random if the ship hit the wave head on). A new wave enters the map every turn (pretty sure about this) and moves one hex per impulse. Pretty nasty things actually.
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