Author Topic: Six Stars - Start!  (Read 7801 times)

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Offline Nightstar (OP)

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Six Stars - Start!
« on: April 17, 2013, 08:07:35 PM »
None of this should be news to any of you, but some bits of advice:

Your main crunch will be money. Be careful where it goes.

Trade trade trade. Tech, minerals, information, trade goods, whatever. You'll regret it if you don't.

Be careful when making a new design. This bug seems to be popping up a lot. Restart aurora to fix it.

Duranium is going to be very scarce in about a decade. Try not to get caught by surprise.

I shared the folder with the emails you gave me, tell me if there's any problems. I'll be PMing you your passwords in a couple minutes.

You have a week to get your first orders in.

Good luck, have fun!
 

Offline sublight

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Re: Six Stars - Start!
« Reply #1 on: April 18, 2013, 01:18:36 PM »
What rules/restrictions are there on trading?
For example, I imagine that we will need cargo ships to physically travel to a destination to exchange minerals/facilities, but are there any similar restrictions on information/tech?
 

Offline Panopticon

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Re: Six Stars - Start!
« Reply #2 on: April 18, 2013, 01:24:13 PM »
Courier vessels I imagine, ooh I wonder if that means we could potentially intercept tech transfers.
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #3 on: April 18, 2013, 02:13:52 PM »
FTL comms are assumed out of simplicity in this game. I had not planned for any restrictions on tech/info trading.

That said, requiring a transport ship for such trades is a wonderful recipe for conflict and betrayal, and makes trades a little more dangerous. I love it. Does anyone have an objection to needing courier ships to trade tech? (Possibly an entire fleet for valuable tech...)
 

Offline coco146

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Re: Six Stars - Start!
« Reply #4 on: April 18, 2013, 03:02:06 PM »
I like the idea of couriers for both techs and teams
 

Offline kks

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Re: Six Stars - Start!
« Reply #5 on: April 18, 2013, 03:17:49 PM »
Maybe let them transport for ex. 1000 RP per courier.
 

Offline sublight

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Re: Six Stars - Start!
« Reply #6 on: April 18, 2013, 03:23:47 PM »
Couriers +1.  8)


Personally I'd say anything with a bridge should work for any tech, but I won't object if a valuable tech requires a flag bridge or salvage module to be moved. I will object to the possibility of needing a fleet for anything other than redundancy and escort protection however.
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #7 on: April 18, 2013, 03:29:28 PM »
Yeah, I just meant a fleet for protection. Looks like a general consensus, so it's in. Details in the rules thread.
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #8 on: April 20, 2013, 02:14:46 PM »
Orders are in. I sent out a couple PMs to confirm things before I take my turn. A number of you didn't queue up enough stuff to finish the year, which I'm generally assuming is intentional. There's also a silly mistake or two though.
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #9 on: April 20, 2013, 03:09:11 PM »
Most of that's cleared up now, and the last isn't worth delaying a turn over. SM turn starts in ~6 hours.
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #10 on: April 21, 2013, 01:32:50 AM »
Turn taken. There's still a lot of stuff I have to do, but you can look at your first year now.

EDIT: You have like three days to get your orders in.

Please make damn sure your queues are filled through the year, or as much as you want them to be.

I'd also like to request that any orders you give to me be in chronological order, preferably with a date and event attached. Tht'll make my job much easier, and make me less likely to screw stuff up.

EDIT2: Yes, you can put orders in now.
« Last Edit: April 21, 2013, 01:50:08 AM by Nightstar »
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #11 on: April 23, 2013, 02:34:24 PM »
Guys, in case anyone else missed it, the JPs between Sol and your colonies all have Jump Gates. It's not showing up on the system map because of some problem in information sharing -- I think I shared system info before I put the gates in place -- but they're visible in the TG orders window and the system view window, and they work just fine.
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #12 on: April 24, 2013, 02:52:09 AM »
I need sleep. Turn will get finished sometime in the morning.
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #13 on: April 30, 2013, 02:10:43 AM »
My apologies for the delays. This is still going, but I took the weekend off, and the turn is taking a while. Turn should be done sometime in the next 24 hours.
 

Offline Nightstar (OP)

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Re: Six Stars - Start!
« Reply #14 on: May 01, 2013, 03:46:12 AM »
I estimated two hours for the turn. It's been three hours and six months. I've uploaded the partial turn for you to look at, make corrections, yell at my mistakes, etc. The rest of the year gets finished tomorrow...

I may have to kill all sensors in the seven major systems to keep this going at a more reasonable pace. Thoughts?