Author Topic: Rules  (Read 55857 times)

0 Members and 1 Guest are viewing this topic.

Offline Sematary (OP)

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Rules
« Reply #30 on: October 19, 2015, 04:27:06 PM »
First issue with corp playtest. Somewhere along the way I added a zero to the end. I see four options for us going forward, I would like the input of all of my players about it.

We could leave it like it is but a corp that has fully "upgraded" its mines on a body they will get between 10+ times what an empire on that would get settled on that body. That would probably make corps eventually the strongest factions in the game. Advantage of this is with the current rules they will get their second advance after a year or two and then shorten per advance.

We could limit their mines to only one resource, one resource per body, per system, or just limit them to one resource period. This would put them back near the level of what empires would get on a body. This seems a decent compromise to me.

We could just take the zero back off and put it closer to what was intended. The problem with that is it would takes a corporation ~200 turns to get their first upgrade.

Last option is go with option two or three and lower the cost for the upgrades.

Feel free to suggest things and put your thoughts down.
 

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Rules
« Reply #31 on: October 19, 2015, 04:37:20 PM »
I'd say limit them to one resource per body,  working for one of the biggest mining multinationals I know it's not especially accurate, but having one mining company have so much influence in my life is enough!
The boggosity of the universe tends towards maximum.
 

Offline Panopticon

  • Gold Supporter
  • Rear Admiral
  • *****
  • P
  • Posts: 883
  • Thanked: 37 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Rules
« Reply #32 on: October 19, 2015, 04:54:28 PM »
No opinion here, I honestly don't know enough about it to make a judgement.
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Rules
« Reply #33 on: October 19, 2015, 05:02:13 PM »
I'd drop the zero and readjust the upgrade rates.

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Rules
« Reply #34 on: October 19, 2015, 05:15:44 PM »
I'd drop the zero and readjust the upgrade rates.

That was my first gut feel,  and would probably model reality better,  tbh at this stage of the game I'd be ok with any of the 4 options.  my biggest issues TM are budgetary so big income from taxing a corp would be nice!
The boggosity of the universe tends towards maximum.
 

Offline Sematary (OP)

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Rules
« Reply #35 on: October 19, 2015, 05:47:14 PM »
I will go with dropping the zero then.
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Rules
« Reply #36 on: October 19, 2015, 06:10:03 PM »
Drop the zero and make the early upgrades easier?
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Sematary (OP)

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Rules
« Reply #37 on: October 19, 2015, 06:11:04 PM »
Drop the zero and make the early upgrades easier?
Yes, as an added benefit the people who already have companies mining will receive the same tax because with the 1000 Mc they would have made 10 mines instead of 1.
 

Offline Sematary (OP)

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Rules
« Reply #38 on: October 22, 2015, 04:52:15 PM »
I have just added a ninth rule. It deals with shields so everyone who either has shields or is planning on having shields soon should read it.
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Rules
« Reply #39 on: October 22, 2015, 04:53:43 PM »
This weekend I'll put up another iteration of the rules on DTRPG. It will include most of the rules outlined here except Sematary's house rules. :)

Offline Sematary (OP)

  • Moderator
  • Commodore
  • *****
  • Posts: 732
  • Thanked: 7 times
Re: Rules
« Reply #40 on: October 22, 2015, 04:54:56 PM »
Which means the new "edition" will have rules 6-9
 

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Rules
« Reply #41 on: October 22, 2015, 05:02:58 PM »
I don't know whether to say eek about rule 9, or be relieved!!

I might play it safe, and say EEK! and be relieved about it!
The boggosity of the universe tends towards maximum.
 

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Rules
« Reply #42 on: October 22, 2015, 05:29:54 PM »
An Erik question (hopefully the answer will make it into the next gen rulebook!)

Shield regeneration,  Generation 1 of that tech only unlocks with Shields III,  what's the regeneration rate for Alpha and Beta shields for civ's that haven't hit Shields III yet? since gen 1 regeneration is 2, is 1 the default if you haven't included a regen level into your shields?
The boggosity of the universe tends towards maximum.
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Rules
« Reply #43 on: October 22, 2015, 06:03:54 PM »
An Erik question (hopefully the answer will make it into the next gen rulebook!)

Shield regeneration,  Generation 1 of that tech only unlocks with Shields III,  what's the regeneration rate for Alpha and Beta shields for civ's that haven't hit Shields III yet? since gen 1 regeneration is 2, is 1 the default if you haven't included a regen level into your shields?

Zero. If you check the tactical rules, under special damage section I think; there is a bit on resetting the shields.

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Rules
« Reply #44 on: October 22, 2015, 06:45:21 PM »
All I can find in Special Situations (under Damage Control, where I'd expect it) is
Power Plants
Sensors
Life Support
Command Systems
Engines
Compensators

can't see anything about shields in there.

In the End Turn Bookkeeping Phase on page 6, you talk about Shield Regen, and Shield Rebalance, but I haven't been able to spot anything on Shield resetting
The boggosity of the universe tends towards maximum.