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Offline Þórgrímr

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« on: March 07, 2008, 11:28:16 AM »
The two examples of the different types of powers that can be designed have been posted for commentary and questions. They represent just how customizible The Stars Beckon! is as a game system and are not all encompassing in their design. Much much more can be done with these rules. Hopefully some of you bright folks here will take on the task and help me polish this gem in the rough.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Erik Luken

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« Reply #1 on: March 07, 2008, 02:27:39 PM »
Looks good. Though you might want to number the rules posts so a person has an idea on the order ;)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Þórgrímr

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« Reply #2 on: March 07, 2008, 03:18:02 PM »
Quote from: "Erik Luken"
Looks good. Though you might want to number the rules posts so a person has an idea on the order :evil:  Yeah that was the intention. As for now the index should suffice. Once the rules get into a more finalised form I will number them. I will get them into order though. The topmost should be the beginning when I get them arranged.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr

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« Reply #3 on: March 08, 2008, 10:18:24 AM »
I eagerly await any input from the fine folks here. Oh, also, if you folks know of anyone who may be interested in participating in this endeavor, please direct them to this forum and board.  :D



Cheers, ??rgr?mr
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Erik Luken

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« Reply #4 on: March 08, 2008, 04:30:30 PM »
Quote from: "??rgr?mr"
Quote from: "Erik Luken"
Looks good. Though you might want to number the rules posts so a person has an idea on the order :evil:  Yeah that was the intention. As for now the index should suffice. Once the rules get into a more finalised form I will number them. I will get them into order though. The topmost should be the beginning when I get them arranged.  :D


According to the host, the email bounces should cease. Though to be honest, I've not seen any new ones since they said it was fixed.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Þórgrímr

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« Reply #5 on: March 08, 2008, 07:21:15 PM »
Damn, did not get a notice for this post. Just noticed it. Bummin! :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr

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« Reply #6 on: March 27, 2008, 01:00:14 PM »
I have not done much with the rules lately due to my sudden illness, but have no fear, I have been writing down some ideas I have had while setting in bed. :wink:



Cheers, ??rgr?mr
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Steve Walmsley

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« Reply #7 on: March 28, 2008, 08:19:18 AM »
Quote from: "??rgr?mr"
I have not done much with the rules lately due to my sudden illness, but have no fear, I have been writing down some ideas I have had while setting in bed. :wink:

Perhaps the problem that you might be running into is the lack of a frame of reference for the rules. Aurora doesn't have the detailed rules you have laid out but you can see the program and work out most of what it is supposed to do. Games like Advanced Squad Leader or Star Fleet Battles have massive amounts of rules but they also have huge amounts of background material in the form of WWII and Star Trek. They also have maps, counters and, in the latter case, ship diagrams. With Starfire, there is a lot of David Weber and player fiction to get you interested.

Most people won't read a long ruleset with no frame of reference to see if the rules are interesting. You need to get them interested enough to read the rules in the first place.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Þórgrímr

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« Reply #8 on: March 28, 2008, 08:38:26 AM »
Quote from: "Steve Walmsley"
Perhaps the problem that you might be running into is the lack of a frame of reference for the rules. Aurora doesn't have the detailed rules you have laid out but you can see the program and work out most of what it is supposed to do. Games like Advanced Squad Leader or Star Fleet Battles have massive amounts of rules but they also have huge amounts of background material in the form of WWII and Star Trek. They also have maps, counters and, in the latter case, ship diagrams. With Starfire, there is a lot of David Weber and player fiction to get you interested.

Most people won't read a long ruleset with no frame of reference to see if the rules are interesting. You need to get them interested enough to read the rules in the first place.

Steve


Steve, thanks for the feedback, it helps.  :D

I have been working on a background for the basic 'verse for The Stars Beckon! and if you want to see what I have just give a shout and I will post it here.  :D



Cheers, ??rgr?mr
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
Sic vis pacem, para bellum
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Offline Þórgrímr

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« Reply #9 on: March 28, 2008, 08:59:50 AM »
I posted the map for basic The Stars Beckon!



Cheers, ??rgr?mr
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #10 on: March 28, 2008, 01:38:00 PM »
I would be very interested in your background ideas and would even like to see a campaign fiction post with the background game mechanics posted thereafter.

Quote
These rules are more for playing in whatever sci fi universe you wish without needing to have to change the ruleset everytime you wish to play a different 'verse.

The plan was to have a basic 'verse, and then through subsequent releases add new 'verses with specialized rules, ads, disads, a specific map and units pre-designed for the player to use, or they still would have the option to create their own units.  :D



Cheers, ??rgr?mr[/quote]
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr

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« Reply #11 on: March 28, 2008, 05:12:35 PM »
Quote from: "Haegan2005"
I would be very interested in your background ideas and would even like to see a campaign fiction post with the background game mechanics posted thereafter.


I posted the basic TSB! background, or what I have so far.  :D



Cheers, ??rgr?mr
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
Sic vis pacem, para bellum
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Offline Haegan2005

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« Reply #12 on: March 28, 2008, 09:46:55 PM »
Could I have an example turn showing how  the rules play out? An example of resource management, research aloocation, and maybe a combat? This makes it easier for us slow of mind people to grasp how the rules interrelate.
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Haegan2005

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« Reply #13 on: March 28, 2008, 10:05:33 PM »
I am slowly figuring out how to make a nation. I came across your overpopulation rules. Aren't the carrots supposed to be facing the other way? Shouldn't it be "greater then"?


Quote
The Population Limit of a Terrain region is the maximum number of population units that can be there without penalties in a given region. As the region goes past this it begins to suffer from Overcrowding. The calculation for this is below:
Population < Limit: Overcrowding 0
Population < Limit x 1.5: Overcrowding 1
Population < Limit x 2: Overcrowding 2
Population < Limit x 3: Overcrowding 3
Etc.
Having any sort of Overcrowding negatively affects such things as population upkeep, resistance to diseases, housing costs, etc.
« Last Edit: March 29, 2008, 01:00:12 AM by Haegan2005 »
 

Offline Þórgrímr

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« Reply #14 on: March 28, 2008, 10:53:19 PM »
Haegan2005, ok I see what you mean, and sure, let me draw one up for you.  :oops:  This is why I need folks to help, if nothing else than to catch mistakes like that.  :D

Good catch!

EDIT: Any questions you have do not hesitate to ask. Always glad to answer q's.

 

Cheers, ??rgr?mr
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
Sic vis pacem, para bellum
If you want peace, prepare for war
 

 

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