Author Topic: Campaign Playtest 1 notes  (Read 4334 times)

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Offline Erik L (OP)

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Campaign Playtest 1 notes
« on: May 10, 2011, 02:52:17 PM »
To avoid cluttering up Alan's post with comments, I made this.

One thing Alan is running into that is somewhat alleviated in v2 is the cash situation. I created a system about half the size of Alan's Sol start, and it's got around twice the income.

Offline Erik L (OP)

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Re: Campaign Playtest 1 notes
« Reply #1 on: May 10, 2011, 05:09:37 PM »
Here is the "official" Sol system for the Terran Confederation.

Code: [Select]
Orbit Dist Planet Dia Type MI OI Hvy Metal Rate Radio. Rate Non-Metal Rate Indust. Rate EI EV Pop Max Tax Income
1 0.4 Mercury 4879 B 4.25 0.6 Scarce 1 little 1 Little 9 Norm. 13 240 2400 0
2 0.7 Venus 12103 V 8.5 3.25 Mother. 26 Abund. 19 Abund. 16 Abund. 16 770 7700 0
3 1 Terra 12762 T 10 6 Normal 7 Norm. 8 Abund. 20 Abund. 19 540 5400 L Core 0.5525 2983.5
4 1.5 Mars 6792 B 5.75 1.1 Scarce 1 little 10 Little 3 Abund. 20 340 3400 L Colony 0.325 1105
5 2.3 Asteroid S 5.25 0.35 Abund. 16 Scarce 3 Normal 8 Little 8 350 3500 Colony 0.2275 796.25
10 39 Pluto/Charon 2306 F 6.25 1.25 Normal 7 Scarce 2 Normal 8 Norm. 13 300 3000 0
4884.75

Facilities
Earth - Ground - University, Training Facility, Fleet Command Center, Defense, Intel Agency
Earth - Orbital - 2x Shipyard, Scan Installation, Defense
Earth has 1 ground slot open.

Mars - Ground - Training Facility
Mars - Orbital - Shipyard

Asteroids - Ground - Scan Installation
Asteroids - Orbital - Repair Yard, Defense Installation

The Sol system has Jump Rings and 12 Remote EWD in a ring around the sun approximately at the distance of the asteroid belt. There is one Class E wormhole at 180 AU from the sun. It has 4 approaches.

Offline alanwebber

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Re: Campaign Playtest 1 notes
« Reply #2 on: May 11, 2011, 03:31:03 AM »
Erik

Obviously the new version is very different to the old one for system generation and start up conditions. However, I can only play with what I've got. I've alleviated the cash problem by paying for ship construction monthly although this will probably cause me problems later on. By then I'll have explored my "universe" so it might not matter. On the other hand, I might force an NPR onto a planet just to make things interesting. The old rules have very little information as to how to set up a new race so I'll have to play it by ear.

Alan
Regards

Alan Webber
 

Offline alanwebber

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Re: Campaign Playtest 1 notes
« Reply #3 on: May 11, 2011, 05:18:13 AM »
I'm starting to think I might have been better to build 3 in system frighters with FTL drives so I could build up Sol's income much more quickly. By the time I built the first exploration ship, I might have had enough cash to support on going operations. I could then refit the freighters with FTL drives and start moving population to other star systems. Hindsight is a wonderful thing.

Alan
Regards

Alan Webber
 

Offline Erik L (OP)

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Re: Campaign Playtest 1 notes
« Reply #4 on: May 11, 2011, 02:32:20 PM »
Erik

Obviously the new version is very different to the old one for system generation and start up conditions. However, I can only play with what I've got. I've alleviated the cash problem by paying for ship construction monthly although this will probably cause me problems later on. By then I'll have explored my "universe" so it might not matter. On the other hand, I might force an NPR onto a planet just to make things interesting. The old rules have very little information as to how to set up a new race so I'll have to play it by ear.

Alan

The v2 rules have more detailed information on NPRs being there.

One thing I've been meaning to do is add in astrographic terrain features, such as hiding behind the moon, in asteroid belts. One thing I had posted somewhere was EMP "clouds" from explosions.

Offline alanwebber

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Re: Campaign Playtest 1 notes
« Reply #5 on: May 11, 2011, 02:43:47 PM »
Erik

Glad about the hiding behind moons statement - see latest campaign update.

Alan
Regards

Alan Webber