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Post by cheethorne on Feb 22, 2010 16:01:16 GMT -4
anything that requires a special project is a huge consideration... Yeah, you're probably right about that. Conversely, why bother with these units if its going to take an SP to be able to use them... The way I envisioned it was a single project would gain access to all NCA's, FH's, and HDW's. That will be worth it for some players.
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Post by john on Feb 22, 2010 16:16:56 GMT -4
Yeah a single project for all the missing hulls would make it worthwhile, depending on the cost of the project.
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Post by cheethorne on Feb 22, 2010 16:21:02 GMT -4
I went with 96 points, which would be 8 turns for an average province.
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Post by cheethorne on Feb 25, 2010 15:18:03 GMT -4
I have an important question: Which technology upgrades require a refit and which ones just happen? For example, speed-32 drones, sabot plasmas, and mech-links on ships would all require separate technologies (the mech-links would come from PF technology of course). Should a ship have to go back to a base for a refit for these technologies or should all ships in supply just get them?
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Post by john on Feb 28, 2010 12:58:42 GMT -4
Well, not much point in having refit rules if there is no refits... that being said, units in supply getting their refits would streamline things and make for over all smoother play... But conversions and repairs would still require the base.
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Post by cheethorne on Feb 28, 2010 14:30:56 GMT -4
Alternatively, we could have some things require refits, but others not. Mostly, this would apply to mech-link refits, since PFs are quite powerful, and partial X-tech refits, but leave everything else as an automatic upgrade.
Oh, the main rules are almost done. Working on Raids right now and after that, the only thing left will be some race specific special projects and ship substitutions for many races. Beyond that, it'll be done done done.
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Post by john on Feb 28, 2010 15:12:26 GMT -4
I'm not sure I agree with the mech-link refit as being required... PFs may be powerful, but the mech-link refit is very simple and straight forward, would hardly require to go into the base if other more complicated refits did not...
X-refits, yes, for sure, really should be treated as a conversion.
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Post by cheethorne on Mar 1, 2010 14:03:37 GMT -4
Last main update for v10 rules is now online: homepage.mac.com/cheethorne/sfb/New Rules: * Added 2.2.5 - Ships can carry "Supply Provisions" in cargo boxes to function outside of a supply chain for a short period of time. * Added 2.5 - Players can explore the off-map resource zone to generate project bonuses and use it as a safe-haven for their fleets. * Added 3.7 - Players can perform a number of espionage missions on each other. * Added 4.6 - Players can now move a limited number of CU's rapidly across the galactic map. * Added 6.4.6 - Players suffer penalties when they fight more than one battle while out of supply. Notes: These new rules cover the out of supply penalties for ships (and ways to temporarily get around them), the off-map resource zone for economic exploration, the espionage rules, and the strategic movement rules. These represent the last of the completely new rules for v10. From now on, the plan is not to add new rules, but to simply update, remove, and tweak existing rules. Raid Updates: * Updated 3.6 - Raids can now be conducted by nearly all military ships, but they are limited in range. Notes: The addition of short-range, military raids will open the door for all races to get in on the raid action, even if those without x-ships and fast ships won't be able to do deep raids. This is an important change that should not only make raids accessible to more races, it will make it easier for players to use. Miscellaneous Rules: * Updated 2.4.4 - Carriers / PF Tenders are no longer built with their attrition units. Such units must be built separately. * Updated 3.2.3 - Resource infrastructure no longer has a base larger than a COMPLAT. * Updated 3.3 - Tug pods attached to Mobile Bases and Operations Bases now depend on the player not the infrastructure level of the province, planets no longer recieve minefields, and added notes concerning fighters and gunboats. * Updated 6.3.4 - Accesory limit is based on a fleet's BPV, not each ship's. * Updated 6.7 - Legendary captains now provide only +2 command points. * Removed 7.4 - Players can no longer earn minor victories. * Updated Appendix E - Added additional special projects. Notes: Mostly minor rule tweaks, generally resulting from a read through of the last update. The biggest change here is the removal of minor victories. They just weren't working out for me, I couldn't get them to balance properly while still being relevant. Inevitably, a player already ahead in the game got further ahead with these rules.
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Post by cheethorne on Mar 4, 2010 14:29:02 GMT -4
Question for the public: Since players are limited to only one special ship type for every two regular ships they control, does it make sense to have a special ship limit on production. For example, who cares how many scouts a player builds in a single turn if he always has to maintain the limit of 1 special for 2 regular?
Or would that be bad because people would then buy only the base hull during initial ship selection and then convert to their heart's content afterward. For example, why buy those two expensive scouts when you could just buy the base hull and convert them for "free" on turn 1.
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Post by cheethorne on Mar 9, 2010 11:47:49 GMT -4
Latest update for v10 rules is now online: homepage.mac.com/cheethorne/sfb/Race Specific Changes: * Updated 1.5.1 - Lyran players purchase BC's as if they were BCHs during initial ship selection. * Updated Appendix D - Added substitution list for General, Lyran, and Wyn. Added alternative production schedules for Klingons and Romulans. Notes: Not much to describe here except for the alternative production schedules for the Klingons and Romulans. These schedules allow these two races to build some wildly different ships that don't fit the regular production schedule very well. For example, this allows the Klingons to field a large number of ships during a single production, but at the cost of them being inferior in quality (either ISF or penal ships). Please note that the Romulan substitution list is not yet complete. Miscellaneous Updates: * Updated 2.1.1 - Players can start any number of special projects in each province, but can only have one incomplete project per province at the end of the turn. * Updated 2.4 - Reorganized notes on base production facilities and added notes on how to build tug pods and similar units. * Updated 3.5.3 - The first conversion to a special ship type does not count against the limit of special ship types during the next construction season. * Updated 3.7 - Fixed some descriptions for the espionage rules and added additional penalties for using Incite Rebellion on larger planets. * Updated Appendix A - Players can start with any number of command ships as long as the two regular ships to one special ship ratio is maintained, players start with three F-ES freighters, but can replace them with real survey ships, players can purchase up to three ships from the list of special function ships, and players must now purchase two tugs outside of the ratio limits. * Updated Appendix E - Changed Advanced War Ship project to Advanced Ship Designs project and added heavy command cruisers and operations bases to that project. Added a refernce chart listing all project costs. Notes: Again, most of these are fairly self-explanatory or represent minor shifts. The biggest change is in Appendix A. Giving players free tugs was a bad idea, now you have to pay for them, but they don't require two ships of a smaller size and don't require two regular line ships of the same size. The small exploration freighters can now be replaced with real survey ships, but those do require both smaller ships and regular ships like any other special ship type. Oh, and I added tug pod construction rules.
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Post by jasonsearles on Mar 24, 2010 12:25:52 GMT -4
Hey john whats the link to kevins site
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Post by cheethorne on Mar 24, 2010 12:40:43 GMT -4
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Post by jasonsearles on Mar 24, 2010 14:32:38 GMT -4
What speed are the drones at when we start the campaign
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Post by john on Mar 24, 2010 15:05:20 GMT -4
speed 20
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Post by jasonsearles on Mar 26, 2010 10:47:00 GMT -4
I got a question. The orions how many engine boxes per engine sections like right warp and left warp for a example can i burn out to double my engines. How many times can i double them per impulse?
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