Author Topic: 3rd Edition Rules  (Read 40734 times)

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Offline crucis

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Re: 3rd Edition Rules
« Reply #105 on: October 07, 2012, 07:28:01 PM »
Treating the belt as a single population is as good as solution as possible so long as you can actually emplace populations in them.  How many PU you allow per hex is something playtesting would allow adjusting for.  

Well, IIRC, how Ultra handles the individual populations within a pooled asteroid belt is simply to evenly distribute the PU throughout the belt when necessary (i.e. when a hostile alien force enters the star system).  Otherwise, you just treat them as a single population.  As For population limits, in Ultra it's 20 PU per LM of the AB's orbit, which roughly works out to about 2 OP's per sys hex in the orbit.  Of course, at ISF's level of 5 OP's per sys hex, you'd be looking at 50 PU per LM of orbit.

Honestly though, AB populations have always seemed grossly too high to me. Seriously, with a full OP being 800,000 people in SM2, allowing 4M people per sys hex of the AB  orbit seems off the charts ridiculously high to me.  I'm thinking that 1 PTU (5.000 people) per system hex of the AB seems far more rational to me.  Of course, at that level, no asteroid belt would ever be an economic powerhouse, which might not be particularly popular.



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The stay at home strategy is doomed to fail anyway so why do you want to bother trying?  

Well, I think that some people would say "to keep players from quitting once they discover that they've become bottled up".  Of course, I think that one way to mitigate the chances of becoming bottled up is to reduce the chances of 1 WP star systems.  An empire gets bottled up for 2 reasons (usually working in concert):  1) too many 1 WP star systems and 2) NPR's blocking your use of a WP.  #1 is something that can be adjusted.  #2 not so much.

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The value of a single NPR trade treaty is so extreme that there is no compensation for it with "stay at home."  

Yes, but that doesn't mean that the value of trade treaties cannot be adjusted so that they're not quite so economically potent.  And yes, there is no compensating alternative for the Stay at Home.  The Stay at Home only has one option: colonize every rock he possesses and hope that another race finds a closed WP into his cul-de-sac and helps him out.  (Not much of a fallback strategy though...)


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If you are bottled up you have lost.  The game is about exploration luck, just like pretty much any 4X game is.  Finding a good habitable earlier than another player gives you a boost that is hard to catch up with.  To make stay at home viable the chance of a war with an NPR would have to be sufficiently high to make the current exploration strategies foolish.  Otherwise expanding as fast as possible to find the best real estate to settle as soon as possible is the only "winning" strategy.  

I think that Stay at Home is a strategy that is forced upon the player rather than one which one chooses willingly.  Regardless, your observations here are correct.  A way to mitigate the strategy of aggressive exploration (from the Stay at Home's PoV, that is) is to increase the chances of newly discovered NPR's being hostile.  More hostile NPR's slows down exploration since you don't want to risk starting multiple wars.  And even if you don't have any wars currently under way, you might be a bit more circumspect in your exploration if you feel the need to have a strong reaction force close to every exploration group.  There are probably other reasons I've overlooked as well.


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The problem with one X per ship was solved by the UTM with its Xi and Xc systems.  They allow you to use bigger ships to survey efficiently.  

This isn't true for Xi.  Xi is just a better version of X with the same 1 installation per ship limitation.  So long as only one Science Instruments installation, regardless of how good, is allowed per ship players will always seek to put it on the smallest, cheapest to maintain hull possible.  The way to stop that is to allow for multiple Science Instruments installations per ship.

However, I've always had a problem with the underlying logic of how carrying multiple X (ignore potential generations for the moment) would work.  If X only has a given range and allowed you to "sweep" a path when traveling thru the system collecting data, how would carrying multiple installations allow you to sweep a wider path?  Of course, combining X with Long Range Sensors does increase the width of one's sweep.  However, that does not change the fundamental problem of 1 X per ship causing players to min-max their designs to the smallest, cheapest hull possible.

The UTM's Xc system does allow for multiple installations per ship, but it doesn't explain how it accomplishes this.  When a ship mounting 1 Xc conducts its WP survey sweep (that's 5 times more effective than X), exactly how does mounting a second ship change what the survey ship is doing?  What's so special about Xc that carrying a second one effectively doubles the width of the ship's WP survey sweep?

I have one idea for a possible solution for how a ship could effectively appear to mount multiple installations of X (ignoring generations for the moment).  The Survey Pinnace.  The survey pinnace wouldn't really be able to process the data it collects.  It'd be more of an extension of the survey ship's own science instruments, and should be required to be based on the survey ship, rather than another ship.  Each survey pinnace would add +1 SP/StMP of WP surveying.  The survey pinnace would have no significant cargo or passenger capacity, since it would essentially be one big sensor package.  It would also take up significant amount of space on its mother survey ship (i.e. 2 or 3 HS for its boat bay), which causes the survey ship to effectively appear to mount multiple installations of X.  One issue that I'd have to examine with this idea is whether or not it is cost effective compared to the dirt cheap, low tech solution, cuz if it's not, it won't be worth the trouble.

EDIT: I'm open to (pseudo-science) suggestions as to why a survey ship could use more than one installation of Science Instruments.  Right now, I am at a loss to explain how it might be possible.  For example, if a ship is carrying a version of X that allowed him to sweep a path that was 3 sys hexes wide, how would a second instance of X with the same reach do anything but collect the same data for the same "sweep" a second time?  It is of course possible to come up with versions of X with a wider "sweep" (i.e. collect more survey points per StMP).  

This is why I suggested the possibility of a survey pinnace.  While it technically is not another instance of X on board the survey ship, the SPN is essentially a flying sensor and takes up space on the survey ship, thus representing a virtual second (or third or fourth, etc.) instance of X on the parent survey ship.


EDIT 2: It also occurs to me that there would be a problem interfacing the smallcraft movement of a "survey pinnace" with the StMP based movement of a survey ship while surveying for WP's.  It's probably not unsolvable, but it is a potential issue.



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I would also support a single cost per hull space.  But I would change construction/combat from the way it is now.

I'm curious what sorts of construction and combat changes you are thinking about.



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PPs existed to limit the fleet size, but since I never played with them I've no idea how well they worked but I'd suspect better than no limit but maintenance.  

The PP rule isn't particularly complex.  A population may generate 1 PP per month for each EVM (ignoring any "industrial investment EVM's").  And generally speaking, each ship requires 1 PP per hull space (ignoring armor, holds, and bulkheads). Fighters require 1 PP per Ftr in flight crew. HT PCF's require 8 PP per PCF.

And given that ISF populations didn't grow particularly fast, you really needed to get out there any find T/ST's where you could colonize to to increase your empire's number of PP producing EVM.  Oh, and of course, TL advancement would increase your number of PP producing EVM as well.  Of course, you could also colonize the rockballs to get more PP producing EVM, though of course rockball colonization is rather pricey in ISF.  (Interestingly, while ISF rockball colonization is rather pricey, the investment looks to pay off rather nicely at you move up thru the TL's, and they certainly can supplement your T/ST worlds' PP producing EVM's quite nicely.)

Also, while you could go forth and seek out all those nice juicy trade allies to get more money, all those trade MC's didn't give you any more PP's to man the ships that the trade MC's might allow you to build or maintain.

And now that I think of it, I don't think that I'd say that the PP rule limited the size of your fleet so much as it could limit the size of growth of your fleet, since "fleet growth" would be related to how many PP's you could produce monthly.
« Last Edit: October 08, 2012, 12:37:27 AM by crucis »
 

Offline Paul M

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Re: 3rd Edition Rules
« Reply #106 on: October 08, 2012, 08:13:19 AM »
As far as asteroid belt populations go, there is no reason for them to be particularily large assuming there is no need for anything beyond the orbital smelters needed to process the raw rock.  They alread give a +10% bonus to the system income.  It is a question of playtesting really, so far as I can see.  You have two boundries and just need to iterate around to find a happy medium.  If you don't like big numbers then set the limit to be 1 PU per hex (or LS or whatever) and see what that gives for economics versus tracking.  But it is also possible to justify a large population since space for the habitates and such isn't an issue (there will be lots of hollowed out asteroids).

"Stay at Home" to me is just that.  You mothball your fleet and plow your money into rocks and tech.  I think it is non-viable from the get go.  If you get pocketed then you have to go to war as a player race or else buy open space from an NPR or other player, because colonizing rock balls will never compensate for another player who can both colonize rock balls but also the significantly better rate of return habitable worlds and has the chance to find NPRs to trade with.  This is an economic situation that the pocketed player can never get around except by conquest.  The Canon Cartel in our game is in a pocket and since they are peaceful they have been content to remain so, but clearly their economics isn't advancing like the still growing races.

A trade treaty is a +10% increase in your income in general unless the economies are grossly different then it is only one side that gets +10%.  That is a nice boost.  You could play with the percentage to make it smaller but you would again have to play test it to see where it becomes less incentive to trade then to conquer.

The only thing that makes the current "send forth hordes of unarmed flys into the great dark unknown" foolish and hence stops it dead is when that results more often then no in a horde of alien ships following the bread crumbs back to your home system and crushing you like the bug you are.  It is absolutely insane to send them out without even armed escorts but most people if they escort them at all send along some paltry amount.  They do it because the chance you encounter a hostile NPR is virtually nil.  The risk is non-existant and the reward is huge so people follow it.  To stop it you have just have to change that.  The trouble is then the first player to make peaceful contact wins the game I guess...unless you win the war with the NPR and gain a nice planet then the occupation income probably exceeds the value of trade treaty.  Then you are back to Dan's GFFP or varients there of for that.

I would just say that EX can't mount X and be done with it.

Xi is 2 HS and that in an EX is a tight squeeze, it makes more sense for Xi to use a bigger ship, especially as you want Xr on board as well.  And I don't think a EX can do it...Xi, Xr is 4 spaces, Qs, H is 2, Ix2 is 2 and that is 8 and you have only 7 spaces...you could with Xi, Qs, H, Ix2 = 6 HS but that leaves you blind...and you carry either a S or a (BbS) or Hs and (BbT) for a cutter I guess...doesn't make much difference.  Xi is more suited to putting on a CT or FG.

Why do you want a Pseudo-Science explaination for a game which is based on making rules and then trying to shoehorn some garbage babble ontop of it?  But anyway here is your pseudo science explaination: Xc can be used together as each Xc expands length of the gravametric baseline array to a greater distance to give you more senesitivity to changes in the gravaton flux and enables you to sweep a larger area around the ship. 

It depends on how you define what an X is and how it works.  Doubling the number of sensors and increasing the computers and scientists on the ship is going to make things go faster regardless of how they work exactly.  The rules are written in the way they are I believe to prevent people exploiting them via "clever rules lawyer munch-kin" strategies rather than because they were consistantly thought out starting from what the system was and how it would work and deriving what the rules are from that.

There are issues with the 50 EX with X anyway.  For a good part of time the ships will be basically sitting on top of each other and the 50 Ships won't survey any faster than 6, 12 or 18 ships initially.  They have to starburst quite some distance from the WP before there is sizable separation between each ship.  And depending on where the entrance WP is in the system the utility of a lot of ships would be lost till quite late in the process.  This means the survey is already abstracted considerably so allowing multiple Xc per ship is hardly a big issue compared to allowing 50 ships to generate 50 pts per STMP.  There should be a considerly smaller limit on the survey points that increases per STMP surveying (this would effectively slow down surveys but also make the 50 ship swarm not so cost effective).

The point of PPs was to generate a non-MCr based limit on either absolute fleet sizes (which it must do at some stage) or fleet expansion.  It also probably made it more senisble to concentrate you crew into bigger ships.  The real issue is that with the compound interest growth economy, you get a compound interest growth fleet size and that again to me impodes the fun.  In the second münchen campaign my last battle was well over 100 ships on my side alone and that is pretty much unplayable.  I kept having trouble tracking which counter was which ship, and marking damage off the right ship in my listing and so forth.  Crew grade is far less of an issue (though it compounds the problem) then sheer unadulterated weight of paper.  A computer based battle map and resolver would save so much work it is beyond my understanding why Marvin is not pushing for one (even if for GSF+ starfire only).  Aide de Camp or a similiar electronic board game system would be ideal.  Steve's battle resolver works but it lacks a map/counter movement component.  Attack Vector Tactical with its 3D movement and full newtonian system is something to play out but starfire is just chits on a map and should be much easier to program.

As for changes I would redo how ships are designed.  I would break weapons into small, medium and heavy.  Up to the DD you can mount only small, CL and CA can mount medium and BC and larger can mount heavy.  Small weapons do less damage and have a shorter range then, medium.  Medium weapons do less damage and have a shorter range than heavy.  Each hull would have a limited number of turret hardpoints, and otherwise would have to use either bay or spinal mountings.  Spinal mounts have longer range/higher damage then bay mounts but a more restricted arc.  Bays are limited to side arcs, turrets give you 360 (less blind spot).  But nothing smaller than a CL can mount a turret and it has only a single such mount.  This introduces a lot more tactics into the game, currently the ESF and as you say 1 pt is 1 pt regardless if it from a ES or a ML. 

I would also change a bit how the ships are designed lumping a lot of the electronics into the Bridge (a new system) and removing electronics from the sheet, they would just add to the basic cost of the ship.  A hull space would cost a hull space (or possibly only slowly increase to reflect more powerful reactors on the ship).  And look into how the engines are assigned by generation to make higher tech level ships perform better than lower tech level ones, basically a lot of what is done in GSF to balance stuff tech wise I would not do.  Higher tech should be better, if you are flying fokker tri-planes and I have P51 mustangs I don't see why I should not fly circles around you.

Fighter weapons would be limited to missiles when it comes to ship killing damage.  Point defence really needs a good look at.  You have to decide what you want right from the start.  The same is true of missile weapons.  The key point is to make for interesting battles and choices by the player.  How big should a launcher be?  How much space for a magazine?  How many missiles per magazine?  But to my way of thinking point defence and missiles are the two sides of that coin, and they will develop in stages as each side tries to beat the other.  Missiles will become increasing effective, and point defence increasingly able to stop them.

The trick is balancing this to keep the system itself functional up to 30-50 ships a side.  So that means not adding too much complexity.  But adding in weapon arcs and such brings back some tactics which so far as I can see left starfire a while back.  The ESF and shoot til it pops is what most battles seem to be, and that for me is boring as all sin.  GSF doesn't do anything to change that, infact it makes things worse with the homoginized weapons, short ranges and lousy chances to hit...much dice are rolled and little happens.  I'd like to see maneuver come back and options that give the players some interesting things to try.  What I want to avoid is going as complex as SFB or AVT.  But I would like some more complexity as that brings with it increased tactical options...the trick is in the balance.
 

Offline crucis

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Re: 3rd Edition Rules
« Reply #107 on: October 08, 2012, 07:29:06 PM »
As far as asteroid belt populations go, there is no reason for them to be particularly large assuming there is no need for anything beyond the orbital smelters needed to process the raw rock.  They already give a +10% bonus to the system income.  It is a question of playtesting really, so far as I can see.  You have two boundaries and just need to iterate around to find a happy medium.  If you don't like big numbers then set the limit to be 1 PU per hex (or LS or whatever) and see what that gives for economics versus tracking.  But it is also possible to justify a large population since space for the habitats and such isn't an issue (there will be lots of hollowed out asteroids).

As I believe you said earlier, asteroid belt colonization, and quite frankly almost all non-habitable world colonization, is about establishing mining operations.  And I’m very hard pressed to believe that mining operations (plus a fair amount of support personnel) in an asteroid belt would require tens of millions of people.  Allowing that many PU’s (and people) seems more like a way to allow players to build up a huge population in a non-habitable environment.  And I’m of the opinion at the moment that if there’s a place where there’s a chance of a significantly sizable population on a currently non-habitable world, it should be on Mass 2 or 3 Type B (i.e. O2) planets, since they will probably be the closest to habitable conditions of any non-habitable worlds in the existing array of options.


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"Stay at Home" to me is just that.  You mothball your fleet and plow your money into rocks and tech.  I think it is non-viable from the get go.  If you get pocketed then you have to go to war as a player race or else buy open space from an NPR or other player, because colonizing rock balls will never compensate for another player who can both colonize rock balls but also the significantly better rate of return habitable worlds and has the chance to find NPRs to trade with.  This is an economic situation that the pocketed player can never get around except by conquest.  The Canon Cartel in our game is in a pocket and since they are peaceful they have been content to remain so, but clearly their economics isn't advancing like the still growing races.

No argument from me here.

I would suggest though that I’d think that a good Spacemaster would never let a player race get “pocketed”, even if it required fudging the # of WP die rolls in some new star systems to make sure that player races never run out of outbound WP’s.


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A trade treaty is a +10% increase in your income in general unless the economies are grossly different then it is only one side that gets +10%.  That is a nice boost.  You could play with the percentage to make it smaller but you would again have to play test it to see where it becomes less incentive to trade then to conquer.

Just to be picky, in ISF it is 10% of the smaller trade partner’s economy.  And given that player races are often, if not usually, the larger trading partner, the trade monies will usually be less than your total economy.

As I expect that you’re aware, in GSF/Ultra there’s more than one level of trade treaty.  There’s Restricted Trade, Limited Trade, and Free Trade, with increasingly better trade bonuses at each level.  And IIRC, ISF’s trade treaty numbers are similar to the numbers for “Limited Trade”.


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The only thing that makes the current "send forth hordes of unarmed flies into the great dark unknown" foolish and hence stops it dead is when that results more often than not in a horde of alien ships following the bread crumbs back to your home system and crushing you like the bug you are.  It is absolutely insane to send them out without even armed escorts but most people if they escort them at all send along some paltry amount.  They do it because the chance you encounter a hostile NPR is virtually nil.  The risk is non-existent and the reward is huge so people follow it.  To stop it you have just have to change that.  The trouble is then the first player to make peaceful contact wins the game I guess...unless you win the war with the NPR and gain a nice planet then the occupation income probably exceeds the value of trade treaty.  Then you are back to Dan's GFFP or variants thereof for that.

I agree that making NPR’s be hostile more often is necessary to put some disincentives into blindly exploring without proper military backup.
As for the first player to make peaceful contact winning, etc. I’m not entirely sure that there’s much that can be done with that.  If trade treaties are made less profitable, it probably only increases the incentives for players to be more conquest oriented.

In truth, I’ve long thought that if you’re playing in a serious multi-player head-to-head Starfire campaign, one of the best ways to reduce the random luck factors in exploration is to simply not play with NPR’s.  It may seem extreme, but NPR’s are always a bit of a game-changer, whether positively or negatively.  Without them in a multi-player campaign, the players can get down to exploring and colonizing and trying to seek each other out without the risk of NPR’s being like a treasure chest with either a bomb or a pot of gold hidden within it.

Regardless, I do think that there are some things that can be done to mitigate some of these things.  Nuclear or anti-matter bombardment of a populated world should seriously damage that world’s economic output, and after enough damage, make the planet completely uninhabitable.  That would put a crimp in GFFP.  And as I said above, increase the chances of NPR’s being hostile to mitigate uncontrolled, blind, unsupported exploration.




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I would just say that EX can't mount X and be done with it.

Or just get rid of EX’s altogether.  ;) 
But that doesn’t really solve the problem.


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Xi is 2 HS and that in an EX is a tight squeeze, it makes more sense for Xi to use a bigger ship, especially as you want Xr on board as well.  And I don't think a EX can do it...Xi, Xr is 4 spaces, Qs, H is 2, Ix2 is 2 and that is 8 and you have only 7 spaces...you could with Xi, Qs, H, Ix2 = 6 HS but that leaves you blind...and you carry either a S or a (BbS) or Hs and (BbT) for a cutter I guess...doesn't make much difference.  Xi is more suited to putting on a CT or FG.

Let me point out here that it’s long been my intention to get rid of Q and maintenance Hold requirements.  The problem is that frigates and smaller hull types always have to use Q and H’s that are not scaled properly to their needs.  So after careful consideration, I decided that the best way to deal with the problem is to simply get rid of the requirement for explicit crew Q’s and maintenance H’s. They will become innate features of the hull.  Each hull will be assumed to have enough life support capacity for the ship and its crew, and enough maintenance capacity for 1 month of maintenance for the ship.


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Why do you want a Pseudo-Science explanation for a game which is based on making rules and then trying to shoehorn some garbage babble on top of it?  But anyway here is your pseudo science explanation: Xc can be used together as each Xc expands length of the gravimetric baseline array to a greater distance to give you more sensitivity to changes in the gravaton flux and enables you to sweep a larger area around the ship. 

Perhaps the use of the term “pseudo-science” was ill-advised. I was looking for a logical reason why a ship could mount more than a single X installation.  If one assumes that the first X is going to be only able to “sweep” a path of a given width of space, how can the second X do anything but sweep the exact same path?  That is, if X is only capable of detecting WP gravitic data 1/2 LM around the ship (i.e. a 1 LM sweep), how can the second X do anything other than the same thing?  And if that’s the case, a second X is redundant.  For a second X to have any value, it has to be able to detect data that the first one can’t in some way.

Bah.  Perhaps the solution should come in a different form.  But it has to be remembered that the “1 X per ship” is a powerful economic incentive. Alternate solutions need to be able to compete economically with the dirt cheap solution.


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It depends on how you define what an X is and how it works.  Doubling the number of sensors and increasing the computers and scientists on the ship is going to make things go faster regardless of how they work exactly. 

Actually, Paul, I disagree with this assumption that more X per ship will speed up things.  There’s a minimum amount of “time” (StMP) in which a WP survey can be completed.  And allowing more X per ship would really just serve to reduce the number of ships required to achieve a completed survey as quickly (and cheaply) as possible within that timeframe.

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The rules are written in the way they are I believe to prevent people exploiting them via "clever rules lawyer munch-kin" strategies rather than because they were consistently thought out starting from what the system was and how it would work and deriving what the rules are from that.

Yes, I believe that that’s often true.  And it’s probably more true of follow-up versions of the rules since the writer would have a feel for how the initial version was being “rules-lawyered” and would be making adjustments to correct it.

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There are issues with the 50 EX with X anyway.  For a good part of time the ships will be basically sitting on top of each other and the 50 Ships won't survey any faster than 6, 12 or 18 ships initially.  They have to starburst quite some distance from the WP before there is sizable separation between each ship.  And depending on where the entrance WP is in the system the utility of a lot of ships would be lost till quite late in the process.  This means the survey is already abstracted considerably so allowing multiple Xc per ship is hardly a big issue compared to allowing 50 ships to generate 50 pts per STMP.  There should be a considerably smaller limit on the survey points that increases per STMP surveying (this would effectively slow down surveys but also make the 50 ship swarm not so cost effective).

If I’m not mistaken, the minimum “time” for a WP survey limit of 3 StMP contains the assumption that for a while, survey ships will have to “starburst” away from each other to get into an efficient survey pattern.

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The point of PPs was to generate a non-MCr based limit on either absolute fleet sizes (which it must do at some stage) or fleet expansion.  It also probably made it more sensible to concentrate you crew into bigger ships.  The real issue is that with the compound interest growth economy, you get a compound interest growth fleet size and that again to me implodes the fun.  In the second münchen campaign my last battle was well over 100 ships on my side alone and that is pretty much unplayable.  I kept having trouble tracking which counter was which ship, and marking damage off the right ship in my listing and so forth.  Crew grade is far less of an issue (though it compounds the problem) than sheer unadulterated weight of paper. 

Crew grade is a major issue to me because I positively hate the idea of having to track each individual ship individually.  Having to keep an individual record for each ship is a waste of time.  If I have 30 Tiger class BC’s, I want to keep only a single record for those 30 BC’s so long as they are all identical and undamaged.  The only time I want to need to track ships individually is when some are damaged and are temporarily different from their sister ships.  But once repaired, they can go back to being generic ships with the pool of 30 BC’s.

As for PP’s we’re in agreement.  But as for whether PP’s limit absolute fleet size, in ISF it doesn’t.  There’s no rule that in any way uses PP’s to place a hard limit on fleet size, only the rate of growth of fleet size.


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As for changes I would redo how ships are designed.  I would break weapons into small, medium and heavy.  Up to the DD you can mount only small, CL and CA can mount medium and BC and larger can mount heavy.  Small weapons do less damage and have a shorter range then, medium.  Medium weapons do less damage and have a shorter range than heavy.  Each hull would have a limited number of turret hard points, and otherwise would have to use either bay or spinal mountings.  Spinal mounts have longer range/higher damage than bay mounts but a more restricted arc.  Bays are limited to side arcs, turrets give you 360 (less blind spot).  But nothing smaller than a CL can mount a turret and it has only a single such mount.  This introduces a lot more tactics into the game, currently the ESF and as you say 1 pt is 1 pt regardless if it’s from an ES or a ML. 

To a certain degree, these ideas exist in Ultra.  You have small, medium, and large weapons.  They’re just termed “regular (unstated), Capital, and Heavy.  Ultra also has firing arcs (Forward, Rear, Sides, and Turreted [all minus blind spot where applicable]) that are based on the size of the weapon relative to the size of the mounting ship.  Kinetic weapons are more limited in the firing arcs due to the nature of the weapon, while missiles don’t worry about blind spots since they can re-orient themselves after launch.
In the Ultra firing arc model, if you take a capital Force Beam and try to mount it on different ships, you’d find that for a very small ship, it’d probably have to have either a forward or rear firing arcs, while for a larger ship, it could be turreted.

What you’re describing sort of fits into the Ultra model, where “spinal” weapons are Ultra’s Forward (or Rear) FA and “bay” (could also be called broadside) weapons are side FA.  Of course, Ultra’s firing arc limitations aren’t too terribly restrictive unless the weapon is kinetic, or rather large while the hull is rather small.  To fit more closely into the paradigm you describe, the Ultra FA limitations would need to be more restrictive.

A problem with the paradigm you describe is that it doesn’t mesh with the tech systems as they currently exist in 3E.  That is, there are only standard and Capital sized weapon mounts.  And the Capital weapon mounts represent technological upgrades over the standard weapons, rather than merely upsized versions of the standard technology.  To fit into your paradigm, something like the Capital Force Beam would need to be available at the same time as the initial Force Beam technology, rather than being an upgraded technology.  This would really throw a monkey wrench into the entire weapons mix.  I won’t say that it’s impossible, but it would really require a significant re-think of a number of things relating to beam and kinetic weapons. 

For example, is the “standard” 4 HS L and F the “small” sized weapon you describe?  Or is it the mid-size weapon?  Also, right now, cap beam weapons (obviously) have an advantage in range over standard sized weapons of the same general type, but are not necessarily as good on a HS for HS basis at short ranges.  For your paradigm to work, it would seem that the larger sized weapon would need to have the advantage at all ranges over the smaller weapon.


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I would also change a bit how the ships are designed lumping a lot of the electronics into the Bridge (a new system) and removing electronics from the sheet, they would just add to the basic cost of the ship. 
 

I don’t think that all electronics systems should be in a Bridge system for the simple reason that they’re not.  Oh, there may be control panels for those electronic systems on the bridge, but I think that the really important parts of those electronics systems (i.e. their emitters, computers, and so forth) are elsewhere and can take up considerably more space than the ship’s bridge.

As for a Bridge system itself, I know that some people would love it while others don’t care one way or the other.  It seems to me that for the people who’d love it, the primary driver seems to be that they want to have a system on the control sheet for the Bridge so that they can say “The Bridge has been destroyed”, when it gets hit. 
A problem that I have with a Bridge system from a practical game design point of view is that it’s another system that should need to be scaled to the size of the ship, like quarters and maintenance holds.  And as such, it’d be another system that would be a pain for the smallest ships (FG and below) since they’d probably need something that was one half HS or smaller to be appropriately scaled, while a capital ship might arguably need more than 1 HS of Bridge to properly support the ship.  There is a flipside argument here however.  Since ships are giving up the requirement to mount crew Q and maintenance H, they’d have the freed up HS to require a Bridge, even for the smallest ships.  And loss of the Bridge system could have severely detrimental effects to the ship (i.e. loss of life support, loss of innate sensors, death of graded admiral on flagships without CIC, etc.).  However, I fear that that would only serve to give players a reason to go “bridge hunting” with precision weapons, like Needle beams, and close range battles might turn into mutual bridge massacres.  So honestly, I’m not really hot on Bridge systems, though I could make it work if I felt the need.


Quote
A hull space would cost a hull space (or possibly only slowly increase to reflect more powerful reactors on the ship).  And look into how the engines are assigned by generation to make higher tech level ships perform better than lower tech level ones, basically a lot of what is done in GSF to balance stuff tech wise I would not do.  Higher tech should be better, if you are flying Fokker tri-planes and I have P51 mustangs I don't see why I should not fly circles around you.

It sounds like you don’t like generational increases to be quite so mild, and would prefer that they be more significant.  That’s entirely do-able and a very 3e perspective.  And this is a perspective that should seem to hold true of other places where generational upgrades occur.  That is, upgrades should be significant rather than merely incremental, because minor incremental improvements can be, well, boring.


Quote
Fighter weapons would be limited to missiles when it comes to ship killing damage.

I know that you have a gripe with fighters and energy weapons.  And I won’t say that you’re wrong, per se.  But if what I’m doing is going to remain true to the 3E official history as presented in the scenario books and novels, doing away with fighter mounted energy weapons isn’t really possible, at least not without a retcon which might not be viewed favorably by other 3E fans.  Still, I’m not 1000% unalterably opposed to the idea.


Quote
Point defense really needs a good look at.  You have to decide what you want right from the start.  The same is true of missile weapons.  The key point is to make for interesting battles and choices by the player.  How big should a launcher be?  How much space for a magazine?  How many missiles per magazine?  But to my way of thinking point defense and missiles are the two sides of that coin, and they will develop in stages as each side tries to beat the other.  Missiles will become increasing effective, and point defense increasingly able to stop them.

Argh, you did it again.  What about PD do you think needs looking at?  What problem do you believe exists with PD?  Is it too good?  Or is it the die rolls?  Something else?
I have to admit that I’m a fan of 3e missile combat, and don’t like what GSF/Ultra did with so few missiles per launcher.  If you’re going to have very few missiles per launcher, then those missiles should have considerably more damaging basic warheads.  But that’s not really the Starfire way.


Quote
The trick is balancing this to keep the system itself functional up to 30-50 ships a side.  So that means not adding too much complexity.  But adding in weapon arcs and such brings back some tactics which, so far as I can see, left Starfire a while back.  The ESF and shoot til it pops is what most battles seem to be, and that for me is boring as all sin.  GSF doesn't do anything to change that, in fact it makes things worse with the homogenized weapons, short ranges and lousy chances to hit...much dice are rolled and little happens.  I'd like to see maneuver come back and options that give the players some interesting things to try.  What I want to avoid is going as complex as SFB or AVT.  But I would like some more complexity as that brings with it increased tactical options...the trick is in the balance.

Paul, different people have different tolerances for larger fleet battles.  Some prefer smaller sized fleets, while others don’t mind larger fleets.  I personally wasn’t bothered by larger fleet battles.  But then again, I never used crew grade rules.  I would often use averaged results rather than roll out every weapon, just to speed things along.  I certainly never used that “no automatic hit” rule.

Still, I do see what you’re saying.  And you’re right; trying to include more interesting elements into the mix, while avoiding increased complexity is a difficult balancing act.





 

Offline procyon

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Re: 3rd Edition Rules
« Reply #108 on: October 09, 2012, 04:16:26 AM »
Again, not going digging for quotes.
And a disclaimer.
When we were still using 3eR for my family's game - everyone was starting out and this was where the economic explosion had started to occur.
When we reset to GSF, we also started the 'revisions' that would slow it down for us.

Now, on to the question of 'why no cash for a trade treaty?'

You say if it didn't pay - you would just conquer.
That is still an option in our game.  You just have to be willing to risk it.
The fact I am the full time SM means that a lot of our game doesn't follow the normal Starfire progression.
Most NPRs aren't very big in a 'normal' SF game.  A system or a couple.  And usually not a major challenge to a player race.

But we try hard to keep the player race's incomes small.  When my wife was around turn 250 ish, her income was around 25k MC.  Getting into a war when that is your whole income is something you look hard at.

Add in that I generate the NPRs, and it becomes even more risky.  I don't have a problem sitting down and generating an NPR that is larger than the players.  The first one they met (Honaw) was nearly 5x the players income at the start.
Approx half the races that the players have encountered have been larger than they are.  That makes you wary of 'lighting them up' because you would like some extra cash from tribute.

You also only get the bonus to EL research from a Trade treaty (larger bonus with better treaty).  So you may get tribute with conquest.  But you will still plod along at the same old pace.  A race with a handful of trade treaties may move up the EL ladder twice as fast as one without.

In a game spanning hundreds of turns, moving up the EL ladder twice as fast is pretty appealing.  It means you will get an advantage far faster than an opponent.

But it gets you no cash in our game.  You just get better, quicker.  Not richer, faster.
But I have yet (in 4e+) to encounter a game that imploded because the players got more and cooler toys to play with... ;)


And as for tracking individual ships, that is again a matter of size.
We keep our games small.  My wife has THREE fleet carriers.
Keeping track of them individually isn't much of a hassle.
Their heavy escorts consist of 9 BCs, 21 CAs, and 9CLs - spread out over three fleets.
Again, not a huge list of ships at one page per fleet.

We also split our 'empires' into sectors.  With one hab per 40ish systems, it is just easier.  The players have decided it is far easier to maintain the records for (say) three 'sectors' of 15k MC each, 30ish systems, and their fleet - than for a single empire of 100 systems and three fleets plus the attendant flotilla of support vessels.
The big picture of a player empire is hard to keep track of spread over a dozen pages if you try to do it all at once.  But three sectors of 4 pages each isn't to bad to coordinate. 
Kind of like doing 90 push ups.  It is a lot easier to do 30 push ups, at three different times - than to do all 90 at once.
They do keep a central log for research and such, but construction, movements, etc are dealt with by sector.

But again, this is how my players like to keep track of things.  If you have a hab every 4 to 6 systems (or so), then this would never work.

... and I will show you fear in a handful of dust ...
 

Offline procyon

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Re: 3rd Edition Rules
« Reply #109 on: October 09, 2012, 04:20:48 AM »
And on the issue of multiple Xc...
you haven't spent much time dealing with radio telescope arrays...

In this case, the more antennae in the array, the better your ability to fix distant signals.
Perhaps the same can be said of X.

The little X is like a simple radio set.  It can 'hear' the WP's transmission and needs to work to fix the site of the transmission.

But Xc is like the array.  It can have lots of receivers that can not only pick up far fainter 'transmissions', but fix their location from farther away.


... and I will show you fear in a handful of dust ...
 

Offline Paul M

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Re: 3rd Edition Rules
« Reply #110 on: October 09, 2012, 07:06:06 AM »
The Xc is something like a towed sonar array.  In principle in a normal X you put one sensor at the bow and the other at the stern and you use the length of the ship as you baseline to measure things.  With Xc you use an extanded boom to make that baseline larger, this gives you both more sensitivity (hense the higher pts per STMP) but also greater reach.  As multiple Xc systems effectively mean you extend longer and longer booms you gain increased reach.  This is not pseudo science but real science.  A BB due to its longer hull length would have better and more accurate sensors then a shorter ship, and its weapons fire would be correspondingly more accurate.

On asteroid populations, while I don't see why you would stick millions of people in asteriods in a belt (or for that matter what they would do) I only said it was possible to have a substantial belter population.  At the end of the day a population on mars (an O2 world) would be easier overall to sustain and be more sensible but technologically there isn't an real reason you could not put a lot of people into the belt.  For the game it is the difference between "can" and "should" essentially.  It can be justified but it should be avoided to have large populations in the belt.

The question of head to head competive games (I tend to think of them as PvP games) these are going to be short and small so removing NPRs and pre-generating the universe as the SM makes a lot of sense.  But so far as I ever understood these were the games Marvin was targetting in his rule changes.  It is a vastly different game from what Starslayer and I are playing right now (or Kurt or Steve did) and the balance point on things is different.  Kicking down the road solves most problems in a short PvP game, as the game will be over the moment the other players sort out that one player has an insurmountable lead unless they band together and take him on en mass.

I have no problem restricting EX to J'Rill EAV.  None what so ever.  I have exactly 4 EX in my empire...they are diplomatic couriers.

Removing Q and H isn't necessarily a bad idea.  H is valuable for ships that need to carry excess maintenance supplies, and yes that is something that happens often if you have something like Steve's supply rules in effect.  My point on electronics is that most of these things aren't really that big.  A Hull space is a huge amount of volume based on the numbers I saw one time in the old starfire board, the mass of a starfire ship is actually immense (as the density of a lots of the components has to be greater than water), and things like Multiplex targetting, ECCM and ECM, plus a large number of the other electronics things are no where near that sort of volume.  I would assume that ECM is build into engine rooms, Mx is just extra computer capacity or a few more seats in the bridge etc.  In all these cases I would assume 0 space and just make them add to the hull cost.  Even things like extra antennas etc are just not going to add up to a single HS (1000 m3 or something like if memory serves).  It is very hard to justify things like CC, CIC, and Mi-x being as large as they are.  These are clearly there to "balance" the game rather than because it is sensible the system is so large...4000 m3 for a flag bridge?  It is part of my make some things simplier to allow for complexity elsewhere.  The Bridge is not required, but it would be nice to have as a place to say ok, now the ship fights with a penalty.

As for the changes:  I am not trying to make it fit with 3rdR.  I would throw out the entire starfire combat system as to me it suffers from the whole a HS is a HS and any weapon can fit on anything that can carry it...so you can put a Fc on a CT.  I was going more for either real wet navy or else something like Renegade Legion Leviathan.  A BB mounts weapons that outrange and out damage any lesser ship.  You can't compensate by having 100 HS of CTs because the BBs weapons both are longer ranged and more powerful then the CTs popguns just the same way that a WW2 DD outside of a torpedo attack would not threaten a heavier ship.  I'm not talking about a different combat system not some house rules.  We use the house rule that only a BC or larger can mount a capital weapon in our game.

As for crew grade, that is icing on the cake when you are doing a warp point assault with 100 ships in your fleet.  You have to track each ship individually anyway and if it is green or crack or average doesn't make so huge a difference to that task.  It is harder to remember that that counter there can only move 4 hexes, and that ship there is badly scragged then it is to sort out if the ship has a crew grade of green, or average as it is written on the ship sheet anyway.  The complexity of crew grade is a pain to deal with in an Excel spread sheet not anywhere else.  It also differenitiates the NPRs a lot when the have elite crews or poor crews.  You gain much more with crew grade then it adds to complexity in my view. 

Fighting 100 ships a side battles are simply put time consuming, and unfun.  I've been there, done that and have more than a few tee shirts.  After 30 ships Starfire breaks down.  It is a lot of work tracking the damage, applying the damage, remembering which counters can move what etc.  You can argue that 50 per side is doable and I won't say anything against it as that is just personal preference but 100+ ships a side is not fun, it is tedious and a chore simply due to book keeping.  If a computer was handling this crap it would be different but for a game where I need to flip through 8 pages of ship sheets to find the correct one it becomes rapidly less than enjoyable.  The OH CRAP that is the wrong ship...how much damage did I just give it? event happens at least once a battle.  There is a good reason that most of the Stars at War scenarios are of a certain size, that size is playable.  ISW4 scenarios are generally just not.

I'm not sure what I did with point defence.  In GSF I mentally called it "pointless defence" as the chance to intercept was so low that you were more or less better off with just more passives.  The 3rdR system is a bit too good, and things like Dz and the changes to Dx were not thought out properly when you see that they are as good any more as the Dxz systems or why the Di wasn't changed to be also datalinked.  I would also go back to Dx for anti fighter use is just 2 shots of a Di (why not do it that way?)  and I would look very strongly at the Dcx and Dcz anti-fighter charts as I think they are too effective.  I would make Dcx shoot twice on the Dc chart and Dcz I would improve the to hit chance slightly.  But for pure missile intercepts the 3rdR base numbers are too high by 1 (something I've said ages ago) so we use the -1 to PD option in SFA.   As far as missiles go, I don't like the change made to the SBM it should never be less effective than the lower tech CM and I don't like the stretch of the SM2.  Adding numbers to the end without making the middle more effective is not sensible.  GSF is a dissaster as I consider "effective range" where you have a 6 to hit and that is the best you get.  Rolling lots of dice and doing nothing isn't a good combat system in my view (what GSF long range combat vrs point defence boils down to).  As I said the missiles should improve incrementally and the point defence should do the same...and there should always be a point where one or the other system is leading or they are in balance before one side or the other takes a lead again.  I like how GSF made crew grade modify the total number of shots (rather than the overall intercept number) though.  In many way I see a lot of the stuff done with missile warheads too much an attempt to "balance" things that sensibly aren't balanced...in real life missiles get better targeting, better warheads, better speed, improved this or that and all they do is cost more.  It isn't like you either get x or you get y you actually eventually get both.  Technological advances are rarely "balanced" they just are.

While you may not like crew grade it is a factor in a real military battle.  It is the reason the Royal Navy dominated the seas for so long.  It is why real militaries spend outrageous amounts on training simulators and live fire excersizes.  Removing it from the game takes away more than it produces by simplification.  I would also add a rule that says so long a ship is not directly engaged in a turn (pre-designating fire) then it functions at one higher crew grade.  This would make battles less shoot on one till it pops and then change to the next target and more like regular naval engagements where you engage all enemy ships you can and double up only if you outnumber the enemy.

But I am talking about a new combat system model at the end of the day not small changes to existing system.  House rules Starslayer and I are using, Proycon has his own that seem to work well, and I know others have done the same.  One of the strengths of starfire with a SM is that you can do your own techs (living ships, etc) and that so long as you keep "god mode" under control you can do some pretty neat stuff with the system.  At the end of the day I would like to keep the parts that make the system work well (straighfoward combat mechanics, simple and easy to work with ship construction rules, the detailed but easy to use ship layout) and just add in tactical options beyond the ESF and shoot til she pops.  In my view to do that you need to make the BB a battleship...not something that 100 HS of smaller ships equals but something that only another BB equals.  I don't know if such a thing is possible or if possible would even be popular but RL Leviathan had a lot of good ideas (just it required a fairly complex spread sheet to design ships) along these lines.  To me where the starfire (and SFB and any number of other such systems) combat system fails is where basically there is a weapon "F" and the difference between ship type 1 and ship type 2 is just how many F's it carries.  Things like FASA's Star Trek Bridge Simulator did a much better job than SFB ever did because they had different phasers/disrupters/torpedoes on different types of ships.  The best example I can give for why I thnk this is bad way to design a system is the case in Steve's campaign where a single Rigillian DD with HET destroyed was it 100 Bug BBs?  Doesn't really matter if it was 3 DDs or 1 DD or 50 or 100 BBs but that was just absurd to me.  But this is just pie in the sky dreaming on my part.
 

Offline crucis

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Re: 3rd Edition Rules
« Reply #111 on: October 09, 2012, 02:23:05 PM »
procyon, it seems to me that what you're describing is some sort of technical assistance treaty, not a real trade treaty.

As for your points on Science Instruments ...

And on the issue of multiple Xc...
you haven't spent much time dealing with radio telescope arrays...

In this case, the more antennae in the array, the better your ability to fix distant signals.
Perhaps the same can be said of X. The little X is like a simple radio set.  It can 'hear' the WP's transmission and needs to work to fix the site of the transmission.

But Xc is like the array.  It can have lots of receivers that can not only pick up far fainter 'transmissions', but fix their location from farther away.

I'll have to give this a little thought.  You make a good argument for justifying multiple X (regardless of generation or type) per ship.

It should be remembered that since SM#2, WP surveying doesn't fix the locations of WP's until after the entire survey is complete.
« Last Edit: October 09, 2012, 02:40:27 PM by crucis »
 

Offline Steve Walmsley

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Re: 3rd Edition Rules
« Reply #112 on: October 10, 2012, 04:29:14 AM »
Steve's battle resolver works but it lacks a map/counter movement component.  Attack Vector Tactical with its 3D movement and full newtonian system is something to play out but starfire is just chits on a map and should be much easier to program.

I would have added the map and movement too but at the time Marvin had a deal with a 3rd party (can't remember the name of the company) to create starfire software and I was forbidden from adding tactical movement because he didn't want SA in competition. The Aurora tactical map is actually the intended Starfire tactical map :)

Steve
 

Offline crucis

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Re: 3rd Edition Rules
« Reply #113 on: October 10, 2012, 09:17:47 PM »
Paul,
Rather than reply point by point to your previous post, I think I’ll move on to some other areas to get your perspectives. (And obviously, anyone else should feel free to chime in…)


What do you think of the old pre-SM#2 ISF EVM style of economics with its relatively non-existent population growth? 

I understand the impact of trade in imperial incomes in ISF.  I’m more curious about what you think of general EVM/REI model vs. PU/PTU model.  I have to admit a certain fondness for the simplicity of the EVM model, although I’m not terribly fond of the REI aspect of the model because of the considerable impact of luck on a world’s GPV. 



What do you think of colonization within the EVM model vs. colonization in the PU/PTU model?

Please ignore the fact that pure ISF didn’t have a CFN.  There’s no reason why the CFN rules couldn’t function to support an ISF style of colonization.

For people who like the idea of a slower game, one might think that the emplacement time concept in ISF colonization would be appealing.  OTOH, I can see the value in being able to more incrementally emplace a colonial population in the PU/PTU model. 


And one last question. 

What do you think of the “rolled RP” R&D model (used in ISF) vs. the “purchased RP” R&D model (used in GSF/Ultra) as the means for determining completion of an R&D project?

Note that I’m not talking about tech trees, etc.  I’m only talking about the mechanism by which completion of an R&D project is determined. 


That’s all for now.



 

Offline Erik L

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Re: 3rd Edition Rules
« Reply #114 on: October 10, 2012, 09:54:45 PM »
What do you think of the “rolled RP” R&D model (used in ISF) vs. the “purchased RP” R&D model (used in GSF/Ultra) as the means for determining completion of an R&D project?

Note that I’m not talking about tech trees, etc.  I’m only talking about the mechanism by which completion of an R&D project is determined. 


Personally, I'm a fan of a mixed model. You get x number of RP per facility/colony/scientist/teddy bear/etc. and when you reach a certain threshold you roll for a chance to succeed. Preferably a decent chance. 75%+. If you wish to roll early (before the threshold) you can, but at reduced chances of success.

Offline Paul M

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Re: 3rd Edition Rules
« Reply #115 on: October 11, 2012, 02:43:06 AM »
What do you think of the old pre-SM#2 ISF EVM style of economics with its relatively non-existent population growth? 

I understand the impact of trade in imperial incomes in ISF.  I’m more curious about what you think of general EVM/REI model vs. PU/PTU model.  I have to admit a certain fondness for the simplicity of the EVM model, although I’m not terribly fond of the REI aspect of the model because of the considerable impact of luck on a world’s GPV. 

I never had a real problem with it.  I used it in my first starfire empire game (which was play by snail mail).  In the empire construction rules of Ad Astra's Squadron Strike they have oscillating income.  So your income may grow, then shrink then grow.  The problem with the REI is that is would either grow or not change, it should have been random.  I would propose rolling on a chart that bell curves the results rather than using a straight random roll.  So you roll 2d10 and look on the chart and your REI stays the same, increases by +1 to +3 or decreases by -1 to -3.  That would simulate actual economics of growth and recession a lot better.  Yes it is random and yes is sucks to be in a recession...but there you go.  This would allow you to simulate war economies better (a temporary REI bonus) and other possible things.


Quote
What do you think of colonization within the EVM model vs. colonization in the PU/PTU model?

Please ignore the fact that pure ISF didn’t have a CFN.  There’s no reason why the CFN rules couldn’t function to support an ISF style of colonization.

For people who like the idea of a slower game, one might think that the emplacement time concept in ISF colonization would be appealing.  OTOH, I can see the value in being able to more incrementally emplace a colonial population in the PU/PTU model. 

ISF had the CFN, you could pay a certain fee and move stuff freely around your empire.  I felt Imperial Freighters were a better deal though.  If you use the ISF model then non-habital colonization pretty much never happens since you have to reduce your income (remove EVM), and wait for 3 months or so before you both re-grow it and get money from your outpost you just settled.  The costs were also extremely high if I recall correctly.

But I have never played a game using it so my opinion is just from glancing throught the rules...it would change things significantly is about all I can say.

Quote
What do you think of the “rolled RP” R&D model (used in ISF) vs. the “purchased RP” R&D model (used in GSF/Ultra) as the means for determining completion of an R&D project?

Note that I’m not talking about tech trees, etc.  I’m only talking about the mechanism by which completion of an R&D project is determined. 

I like the R&D model in GSF a lot.  The rolled model would work if you changed it from a fixed value to one that was say 20+5*TL_of_item so S at TL1 is 25 RP for completion, and F at TL4 is 40 RP for completion.  I would also make some items harder (F, Rc/CM, other game changing systems).  The rolled model otherwise fails from the costs becoming increasingly not relevant.

The only thing I don't like about the GSF R&D mechanics is all the "Threat Reaction to the Threat Percieved From Our Perception of the Threat" modifiers.  Those should only be there if a SM is available to judge if they are applicable otherwise they complicate the situation for little value.  My Excel spread sheets had rather complex formula in them just to account for these things. 

One of the things in GSF I'm whole heartedly behind is the changes to the tech development.  I found it much better done then the standard ISF way, which has always struck me as poorly implemented.  The cost of EL research (the chart in ISF) has never made any sense.  The first 4 levels are probably the "most expenisive" of all of them as they cost a significant fraction of your available MCr.  The periods where the cost to research stays fixed but your economy is growing don't make any sense either.  The costs of the individual tech systems is also poorly related to anything, it seems random if something is expensive or not.
 

Offline crucis

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Re: 3rd Edition Rules
« Reply #116 on: October 11, 2012, 10:31:12 PM »
I never had a real problem with it.  I used it in my first starfire empire game (which was play by snail mail).  In the empire construction rules of Ad Astra's Squadron Strike they have oscillating income.  So your income may grow, then shrink then grow.  The problem with the REI is that it would either grow or not change, it should have been random.  I would propose rolling on a chart that bell curves the results rather than using a straight random roll.  So you roll 2d10 and look on the chart and your REI stays the same, increases by +1 to +3 or decreases by -1 to -3.  That would simulate actual economics of growth and recession a lot better.  Yes it is random and yes is sucks to be in a recession...but there you go.  This would allow you to simulate war economies better (a temporary REI bonus) and other possible things.

Paul, the REI, as described in ISF, wasn’t something that should have been able to go down.  The REI “measures the efficiency with which the planet’s population makes use of its resources” (quoted directly from ISF rule 15.03.01).  That doesn’t sound like a factor that should go down to me … a population suddenly getting less efficient at making use of its resources?

And the REI was not a measure of economic health or conditions.  Thus, there was no reason for it to try to simulate it.  And even if it did, your suggestion is far too random with variations that are far too great to do a reasonably fair job of simulating economic ups and downs.

I actually wrote up an idea for "economic health" (EH) a couple of years ago, wherein the die roll modifiers were based on whether your imperial economy's health had gone up, down, or leveled off.  If the economy's EH had declined, the die roll modifiers was a -1, slightly increasing the chance of a continued economic decline.  And vice-versa if the economy was growing.  And if the economy had leveled off, the die roll modifiers were neutral.  There was also a modifier for being at war.  There was also a modifier for getting a new trade treaty (+1) or losing one (-1).

Ahh, I found my notes on the idea.  At the end of each month, you rolled 1d10 against the Upswing/Downswing table.  The Upswing/Downswing Table was:

1 or less: -2 (strong downswing)
2-3: -1 (mild downswing)
4-7: 0 (no change)
8-9: +1 (mild upswing)
10 or more: +2 (strong upswing)

Then you'd apply that result against the Economic health table. (I chopped out some rows to shorten it.)

EH#: Economic Status:  EH%
EH1: Depression: 80%
EH2: Deep Recession: 85%
...
EH5: Normal: 100%
...
EH8: Strong Upswing: 115%
EH9: Economic Boom: 120%


The result of the U/D table was applied to the EH#.  Example:  if you had an U/D result of +1, you'd go from "strong upswing" to "Economic Boom", with a change in the economy of 115% of normal to 120% of normal.

The general idea of this EH concept was to create a bit of a natural rhythm of ups and downs to an economy.  Also, the swing was limited from only 80% of normal to 120% of normal, so that variation shouldn't be too, too severe.  And the EH% is applied across the entire empire, not on a planet by planet basis.

Regardless, this is an idea that I'd consider for an optional rule, not a regular one.

As for the REI, I’d probably replace it with the Mineral Factor concept (i.e. Very Rich to Very Poor, and percentages ranging from either 50% to 150% as in SM#2, or 60% to 140% as in Ultra), though I’d have to rescale the actual EVM values themselves.



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ISF had the CFN, you could pay a certain fee and move stuff freely around your empire.  I felt Imperial Freighters were a better deal though.  If you use the ISF model then non-habitable colonization pretty much never happens since you have to reduce your income (remove EVM), and wait for 3 months or so before you both re-grow it and get money from your outpost you just settled.  The costs were also extremely high if I recall correctly.

But I have never played a game using it so my opinion is just from glancing through the rules...it would change things significantly is about all I can say.

Well, yes, ISF had the "IFN", but I don't think that you could use it for extra-system colonization.  I just read thru the IFN and colonization rules, and it does not state explicitly that the IFN may not be used for colonization, but there are some strong implications (like the IFN only being allowed between worlds where both had functional spaceports, something a virgin colony world likely wouldn't have).  The IFN is explicitly allowed to be used for in-system colonization, though the cost is unclear.

And yes, non-habitable colonization was pretty nasty, since "desolate" colonization was 6x the base emplacement cost and H requirement, and "extreme" colonization was 9x.  And yes, at those costs, non-habitable colonization looked unattractive, though I'm not so sure it was quite as bad as it seemed.  Oh, it was probably rather bad for outposts, but once you got the population up to colony status, even an O1/O2 could be pretty productive, if you could get a half-decent REI.  Also, because the costs are high, it does put more of a dampener on rockball colonization.

And yes, the rule requiring the host population to temporarily give up some EVM was a pain.  Frankly, it seems to me that larger populations establishing OP's and Colonies shouldn't see even a blip on their economic production from losing so few people (relatively speaking).



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I like the R&D model in GSF a lot.  The rolled model would work if you changed it from a fixed value to one that was say 20+5*TL_of_item so S at TL1 is 25 RP for completion and “F” at TL4 is 40 RP for completion.  I would also make some items harder (F, Rc/CM, other game changing systems).  The rolled model otherwise fails from the costs becoming increasingly not relevant.

I agree that the way that 4e determines the target RP and scales it to TL/SL is good.  As for adding in some “difficulty factor” for game changing systems, of course it’s do-able, though I’m not entirely sure if it’s wise.

OTOH, even in Ultra, there’s a bit of a difficulty factor in its R&D that goes by the name of “Critical Project”.  In the “bought RP” model, a critical project requires two successful completion die rolls in separate months. And particularly bad rolls can have rather painful results.


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The only thing I don't like about the GSF R&D mechanics is all the "Threat Reaction to the Threat Perceived from Our Perception of the Threat" modifiers.  Those should only be there if a SM is available to judge if they are applicable otherwise they complicate the situation for little value.  My Excel spread sheets had rather complex formula in them just to account for these things. 

The “counter” to weapons seems very individual.  Sometimes, it’s a new defensive system.  But sometimes, it’s a copy of the weapon itself on the theory that if I can’t develop a defense against it, I’d better be able to respond in kind.

In general, I suspect that the general ISF-style Perceived Threat concept would work sufficiently well enough.




 

Offline Paul M

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Re: 3rd Edition Rules
« Reply #117 on: October 12, 2012, 02:28:00 AM »
REI is just a factor that is multiplied by your EVM to determine your income, it always increases (eventually) and calling it "efficiency" is a bit odd.  Efficiency increase doesn't lead to increased economic performance last I checked.  Certainly it isn't going to jump from 2 to 12 just because you went up a tech level.  If you don't like my scaling that is what play testing is about but my point was economies don't always grow which is what the ISF REI change per tech level rules produce.  SM2 doesn't even try to simulate economics cycles it is just always expanding.

I can't really comment on the EVM model...I used it in my snail mail game, it was ok, but so far as I recall only habitable colonies really paid off.  It certainly was vastly different from SM2.  I would personally change the model to something based on "factories", "farms", and "mines" and avoid an economy that is purely money.  Any time I see game economics that is modeled by a single commodity (HOIx IC, Starfire MCr, etc) it always ends up being gamed by people in ways that just break it.  But such systems are harder to design.  I don't think they are harder for the player to use but they are much more complex for the designer to deal with.

I'm not sure what exactly the CFN was capable of, probably you could not use it for "first in colonization" but after that it should have been possible.  I used the 2nd Edition rules so I'm sure there were changes, I only recall thinking that 10% was more than what the maintenance on my freighter fleets were, and there was no big deal to making up regular routes that moved MCr around.

Well in the Stars at War the KON had a hellish time developing the Rc/CM system which is why I would make these things more expensive time and MCr wise.  The knots in GSF were a good way of doing this, but for a ISF based system I would just increase the required RP total.  Why should it be easy to get a system that is going to completely change how battles are conducted?  The tech research rules in ISF are among the worst parts of the game.  I have never been able to fathom why they exist in the form they do. 

The problem with "percieved threat" is that unless the cost increase becomes largely not relevant as time goes on.  Steve used the tech purchace rules to develop fighters ahead of time without blinking an eye.  About the only rule I see a need for it one for developing captured technology.  I'd just drop the whole threat reaction stuff.
 

Offline procyon

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Re: 3rd Edition Rules
« Reply #118 on: October 12, 2012, 02:42:21 AM »
Quote from: crucis
procyon, it seems to me that what you're describing is some sort of technical assistance treaty, not a real trade treaty.

Perhaps....
But with our trade deficit, it isn't like we are making money off of trade.  But we do gain some other things.

And if you think China didn't gain in technology from 'trade' with the US....
Along with a bunch of third world nations...

This is what I was trying to model.  Most of the $ from trade goes to 'non-governement' entities.
But the tech will be incorporated into your base economy - which is why we give a bonus to EL (or TL) research. 
Not any particular item/SL research, just the EL (or TL) of the race.

We also didn't want the added cash piled into the economies...


And my favorite part of the ISF rules for pops and income was the increase with TL.
Our biggest issue is that an EL1 outpost with 20PU in 4e+ makes the same as an EL40 outpost with 20PU....
Never have liked that.  But haven't tried to fix it as it would likely increase incomes - and we didn't want that.

But if the pops grow slowly and have lower income amounts (like in ISF), then the TL increase would be ok (ish).
... and I will show you fear in a handful of dust ...
 

Offline crucis

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Re: 3rd Edition Rules
« Reply #119 on: October 12, 2012, 08:30:36 AM »
And my favorite part of the ISF rules for pops and income was the increase with TL.
Our biggest issue is that an EL1 outpost with 20PU in 4e+ makes the same as an EL40 outpost with 20PU....
Never have liked that.  But haven't tried to fix it as it would likely increase incomes - and we didn't want that.

Procyon, the problem you're referring to is that the pop caps for OP's and Colonies, etc don't have the pop caps that increase with EL like the major population brackets do.  This is only an issue for non-habitable worlds, since habitable world populations would merely "EL grow" into the next bracket. Also, while one could create one's own floating pop caps for those colonial level populations easily enough, the problem is that if you have a lot of them, you're putting yourself in a position where you are going to have to update those PU caps every EL increase, and worse, you're going to have to continue to do growth on those many tiny populations.

Frankly, this is a problem with the EL Growth model.  Oh, ELG has some things to be said for it, but the issue you've outlined is one of the negatives. That is, because of the hard PU caps, non-habitable pops don't see any increase in income from an increase in EL.  That said, it is possible to get benefit from ELG growth even on those bodies, but it involves a LOT of work.  What you have to do is to move a few PU's off of each of these colonial level pops prior to the next EL increase (maybe shift them to an Asteroid belt in the same system).  What you've then done is to create enough room for the world to absorb the ELG increase.  But it's a pain in the arse!!!  And actually costs you money to gain the benefit.

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But if the pops grow slowly and have lower income amounts (like in ISF), then the TL increase would be ok (ish).

It's actually worth noting that the EVM model is similar to Ultra in that the increases you see with an EL increase are effectively "EL Growth" in each world's EVM.  It's just that the mechanism for making it happen is a little different in ISF.

Procyon, actually it's a little hard to say that incomes are lower in ISF.  There are some different things going on.  Individual planetary incomes are higher on a per world basis against comparable worlds (by TL and pop size).  But there is probably somewhat less colonization of the "rockballs" (i.e. non-habitable worlds, particularly moons and asteroids), due to the greater expense of rockball colonization.  And because natural growth is glacially slow, in ISF, you don't see any colonial populations growing into Medium, Large or Very Large.  The largest player race colonial population you'd likely see is a Small.  So for player race population incomes, overall they'd probably be lower, though the homeworld will almost certainly be an economic powerhouse.  As I'm sure you've heard, trade income with NPR's is where player races get a lot of additional income in ISF, but that's tweakable.


I have to admit that I always liked not having to micromanage my worlds' GPVs, other than perhaps buying some "industrial EVMs".  Your worlds' GPVs stayed pretty static, except when your EL/TL increased, and then you'd have to readjust your GPV to account for the new EVM and roll for new REI's.  But on the whole, it didn't occur all that often, so it wasn't a big deal.  It was clean and simple, and didn't require constant micromanaging.