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Post by cheethorne on Aug 23, 2009 21:42:22 GMT -4
RYN caturing ships? what would we do for hybrid tec? Those ships would continue to use shields and warp drives, but you would replace Phasers and heavy weapons and drones with your equivalents along the same lines as ships are converted to Klingon technology. Also, those ships would gain a Transporter Link in place some control box or a transporter or something like that and of course, the transporters would increase to range 15. Do ships get XP for raiding? I think it needs to be addressed cuase 90% time the targets will have no fighting chance Are you asking if we can add some XP refit to a ship in order to allow it to be added to the Raiding Pool? I'd be inclined to say no since XP refits don't do anything to Warp Drives. And is there a huge armed freighter?? There is a huge auxiliary cruiser and a huge auxiliary carrier and a few other huge auxiliary ships. I'm not sure what book they are in, but my guess wold be R8 or R11. And it says that if a race has no police ships they use ptrime corvettes instead if you wanted could you use armed cutters instead as they are weaker ships and also replace police ships foe races with none I'm not sure what your question is. Yes, for races without police ships, they can use both Prime Corvettes and Armed Cutters in their place. .7.6 - RYN TRANSPORTER NETWORK ... OK i can kinda understand this but if the network is on your planet how can they destroy it without first getting past the systems defences Ahh, I see the point you are trying to make here. What we will do is make a distinction about the Transporter network in a galactic hex and the network at a planet. An integrated planet (but not colony) would always have its network as soon as it was integrated and you controlled it, but that network isn't the same one as in the hex, so unless you paid the cost any battle that did not contain the planet would not have access to the Transporter Network, but all battles at your small, major, and primary planets will always have the network. Ships without warp engines, but with impulse engines, gain 1 operational movement point Is that going to applie to all the ryn ships? I need to upgrade the wording in that section. That is no longer true except in cases where a ship dropped or lost its warp engines. Romulan sub-light ships and Ryn ships get the full 4 operational movement points of regular ships when moving on the galactic map. Moving a ship that is crippled requires +1 operational movement points. A ship is considered crippled if it has taken more than 40% internals does that include damage con x dam scanners sensors ect No, it does not include any of the special boxes (sensor, scanner, and damage control) except for Excess Damage. how many drones can a scout control with its special sensors i know its in the books i just cann't find it One sensor channel can be used to control up to 6 drones at a cost of 1 point of energy. You cannot use more than one sensor channel per ship for this function.
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Post by ikefist on Aug 24, 2009 1:56:29 GMT -4
Do ships get XP for raiding? I think it needs to be addressed cuase 90% time the targets will have no fighting chance
Are you asking if we can add some XP refit to a ship in order to allow it to be added to the Raiding Pool? I'd be inclined to say no since XP refits don't do anything to Warp Drives.
No i mean do ships get xp for doing raiding missions example if a ship raids 3 times is it now experiences 3 more times gets a officer ect
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Post by cheethorne on Aug 24, 2009 7:27:50 GMT -4
No i mean do ships get xp for doing raiding missions example if a ship raids 3 times is it now experiences 3 more times gets a officer ect Oh, I see. Remember, experience isn't an automatic thing, the group has to decide on whether a combat was relevant for experience. In a cause like a Light Dreadnought vs. a small freighter, no that would not be combat relevant, but a fast cruiser vs. 2 police ships would definitely qualify as combat relevant.
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Post by ikefist on Aug 24, 2009 9:38:46 GMT -4
I can forsee some serious abuse coming from this not to mention the amount of time it will slow down tthe turn progression if there will be more raids than combats cuase they will be easy to get xp with and it damages the economy of the other player is
Just i know that it will be a lot more raiding than fighting
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Post by cheethorne on Aug 24, 2009 10:20:31 GMT -4
I can forsee some serious abuse coming from this I agree this could be a problem. However, I think the issue may be mitigated by how long it takes a given raid to complete (hopefully a few turns for each raid) and battles against undefended targets won't need to be fought. We don't need to play out a battle involving one or two freighters and a fast ship since the result will be obvious. As for the possibility of unchallenged raids, each player has the option of paying money for increased defenses, which should have a fair shot against anything short of a light dreadnought and x-ships (which won't be an issue for a very long time). People aren't going to throw away their fast ships against targets when they don't have a chance of winning. I don't think there will be a problem with XP abuse either since if a single ship is involved in a large number raids, sure it can accumulate experience quickly, but who cares? It is just one ship and those legendary officers can't leave that ship and this seems realistic too. As for the economic damage it can cause. I agree that it could be significant, but it is fairly easy for most players to launch military operations in response or raids in response. The amount of CPV damage inflicted by the raid can be a good chunk, but a good amount of planning and good deployment of defensive resources should, again, mitigate the danger. I mean, if someone keeps launching raids into a single section of your space, deploy a bunch of local defense / police ships (or equivalents) in the area and blow up the raiding ships.
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Post by cheethorne on Aug 24, 2009 10:23:32 GMT -4
Just i know that it will be a lot more raiding than fighting Oh, and don't forget that the first raid launched per turn is free, but each raid after that costs 30 CPV. So if I wanted to launch four raids against you on turn 1, it would cost me 90 CPV to do that and I'd have no guarantee how long it would take those ships to reach you and get back to me. To really optimize raiding, I would need to have a lot of ships in my Raid Pool and be constantly churning out Raids (probably two or three per turn on a constant basis), but that would cost a ton of money in maintenance for ships that aren't defending my actual border against my neighbors, who probably don't like being raided very much.
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Post by cheethorne on Aug 24, 2009 14:22:04 GMT -4
I've updated the website with the changed mentioned at the top of Page 3.
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Post by ikefist on Aug 24, 2009 16:20:57 GMT -4
Ya i see what you are talking about and it does make some since but remember that raids on trade routes don't get responded to and are no harder to raid than a planet
now you can protect the trade route but it expensive so alot of the raids i assume will be against trade routes
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Post by ikefist on Aug 24, 2009 18:03:17 GMT -4
Can ryn ships get lost in Ryn nebulas
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Post by ikefist on Aug 24, 2009 18:05:01 GMT -4
Can u put skiffs on meck links?
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Post by ikefist on Aug 24, 2009 18:06:27 GMT -4
What class fighters are the RYN fighters as they really don't have many different types do they get there first fighters when people are allowed there fighters?
And get there heavy as per normal
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Post by ikefist on Aug 24, 2009 18:31:28 GMT -4
Kevin can you bring captains log 30 23 please
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Post by ikefist on Aug 24, 2009 18:35:15 GMT -4
the one tug limit does that include salvage tugs and harbor tugs as they are civilian ships
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Post by ikefist on Aug 24, 2009 18:37:53 GMT -4
I could also use R! if you have it two kevin please and thank you as well as the RYn ssd so i can make some copies of them
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Post by cheethorne on Aug 24, 2009 21:55:06 GMT -4
but remember that raids on trade routes don't get responded to and are no harder to raid than a planet Ah, but raids against trade routes are the least effective (generally speaking). You successfully raid a trade route and it produces no CPV on the next turn, but on the following turn it is back to producing its full CPV without any cost to the person raided. They are the easiest production to disrupt, but it has the least effect on the player. Incidentally, raids and trade routes were designed to work together. Trade Routes are a fairly large boost in CPV production, but they are easily raided which should keep them somewhat in check. Can ryn ships get lost in Ryn nebulas Yes they can. A Ryn nebula is only different from a non-Ryn nebula in that it has the special element that the Ryn use in their armor belts. Can u put skiffs on meck links? No. Skiffs can only be used with civilian operation ground bases. What class fighters are the RYN fighters Class-I: 0 to 8 BPV Class-II: 9 to 12 BPV Class-III: 13+ BPV The RMF, RMFa, and RMFb are all Class-I. RMFc is Class-II, RMFE is Class-III. The SAF and SAFa are Class-I. SAFb and SAFE are Class-II. With certain TEM upgrades you might push a Class-I fighter (like the RMFb) into Class-II territory. And get there heavy as per normal Yes. the one tug limit does that include salvage tugs and harbor tugs as they are civilian ships Salvage tugs and harbor tugs are not real tugs and cannot perform tug functions. So they don't count against the tug limit in any way. Kevin can you bring captains log 30 23 please I could also use R1 if you have it two kevin please and thank you as well as the RYn ssd so i can make some copies of them I'll try to remember all that
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