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Offline Þórgrímr (OP)

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« Reply #165 on: May 30, 2008, 11:06:00 PM »
Quote from: "Haegan2005"
Sold! :D

I actually like to design the units. So I am looking forward to when the rules get done and I can concentrate on getting the Units supplement going.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #166 on: May 30, 2008, 11:10:07 PM »
I remember seeing the pics in the paper and online. It is a cool looking craft and should be a better force multiplier then the cobras and any remaining hueys. I used to be an extreme military aircraft buff(or so I thought) and then went into other things. I still love themil hardware though and somehow am still fascinated by it.

Quote from: "??rgr?mr"
Quote from: "Haegan2005"
Sold! :D

I actually like to design the units. So I am looking forward to when the rules get done and I can concentrate on getting the Units supplement going.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #167 on: May 30, 2008, 11:15:05 PM »
Quote from: "Haegan2005"
I remember seeing the pics in the paper and online. It is a cool looking craft and should be a better force multiplier then the cobras and any remaining hueys. I used to be an extreme military aircraft buff(or so I thought) and then went into other things. I still love themil hardware though and somehow am still fascinated by it.


Once they got the bugs worked out the Osprey is a very versitile craft. The biggest problems they had was with the Tilt Rotors. They had a tendency to fail while going from VTOL to normal flight. But they seem to have that bug fixed and it appears to be a sweet machine.  :D

Thats why I figured the Heavy Aviation Class would represent it better.
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #168 on: May 30, 2008, 11:29:52 PM »
did you have comments on the unit designs I posted earlier?

Quote
Thats why I figured the Heavy Aviation Class would represent it better
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Haegan2005

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« Reply #169 on: May 30, 2008, 11:37:29 PM »
Would htis not provide a net gain  of .1 Wv per month per layer?

Quote
Primitive Railroad Layers now cost .2 WU and .1 RM per month per layer. Each level of Primitive Railroads allows your populace to travel further afield to find the goods and services they desire and also increases the efficiency of your industry by keeping them supplied with raw materials and constant transport to the markets. So Primitive Railroad provides a .3 increase to the wealth of the Region. You may not have more Primitive Railroad Wealth bonuses than you have population. Example, you have a populace of 3 in a region, so the maximum bonus you could get with Primitive Railroads is .9 WU.
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #170 on: May 31, 2008, 08:45:21 AM »
Quote from: "Haegan2005"
Would htis not provide a net gain  of .1 Wv per month per layer?

Quote
Primitive Railroad Layers now cost .2 WU and .1 RM per month per layer. Each level of Primitive Railroads allows your populace to travel further afield to find the goods and services they desire and also increases the efficiency of your industry by keeping them supplied with raw materials and constant transport to the markets. So Primitive Railroad provides a .3 increase to the wealth of the Region. You may not have more Primitive Railroad Wealth bonuses than you have population. Example, you have a populace of 3 in a region, so the maximum bonus you could get with Primitive Railroads is .9 WU.


Yup, that is correct once you take in the maintenance for the PRR layer  :D
« Last Edit: May 31, 2008, 09:32:58 AM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #171 on: May 31, 2008, 09:31:55 AM »
Quote from: "Haegan2005"
These are just some basic ideas. I have also considered cheaper versions so I can get my carriers filled up quickly and then phase in the better units later.

Fighter: 58 wu and 40 pp per 25
+1 weapons, +1 fuel, +1 dogfighting, +1 Multirole
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1


Strike Fighter: 56 wu and 32 pp per 25
+1 ordinance, +1 weapons, +1 ECM
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1


Interdictor Aircraft: 58 wu and 40 pp per 25
+1 speed, +1 weapons, +1 agility, +1 fuel
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 2


V-22 Osprey Gunship (Heavy Aviation Transport)
56wu/32pp/Block, 10/Block (CC 400 each, 4000/block)
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1
TL8 +1 Armor +1 Weapons (Heavy Cannon) +1 Speed (Tilt Rotors)

Medium Airlift Transports: 50 wu and 24 pp per 25
+2 cargo
The C-17 is a good example of this type. 6 Deck Points. 800 CC
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1


Awacs: 60 wu and 56 pp per 5
+1 command, +1 communications, +2 sensors
External: +2 ECCM
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 3



Star Fighter: 56 wu and 48 pp per 25
The main purpose of Fighter aircraft is to shoot down other aircraft,
 +1 multi-roled, -1 space only, +1 dogfight, +1 agile
External: +1 ordanance, +1 fuel
 1 Deck Point on carriers.
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 2


Star Awacs: 58 wu and 48 pp per 5
-1 space only, +3 sensors,
Exteranl +2 ECCM
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 4


Fighter: 58 wu and 40 pp per 25
+1 weapons, +1 fuel, +1 dogfighting, +1 Multirole
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1+1

The +1 Fuel will of course raise the Fuel upkeep by one.


Strike Fighter: 56 wu and 32 pp per 25
+1 ordinance, +1 weapons, +1 ECM
Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1

Weapons and Ordinance are still weapons so add one to the Industry upkeep.


Awacs: 60 wu and 56 pp per 5
+1 command, +1 communications, +2 sensors
External: +2 ECCM
Industrial Upkeep: 1+2 (+2 Externals), Wealth Upkeep: 1, Fuel Upkeep: 1+4 (Comm, Sens, +2 for ECCM)

This is a very inefficient design due to putting the ECM as an external Cap. Since the ECCM adds 2 fuel and then adds two to industry for being an external Cap. Below is what I recommend:

Awacs
56wu/48pp/Block, 5/Block  
Industrial Upkeep: 1+1, Wealth Upkeep: 1, Fuel Upkeep: 1+3
TL8 +1 Command +1 Communications +2 Sensors
External: +1 ECCM

In this configuration you save yourself 1 IUU, 1 fuel, 2 WU, and 8 PPs. It's still a fuel hog but there isn't much it can't see or command.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #172 on: May 31, 2008, 01:42:41 PM »
I got one out of eight right! I'm improving!

Quote
Interdictor Aircraft: 58 wu and 40 pp per 25
+1 speed, +1 weapons, +1 agility, +1 fuel
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 2
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #173 on: May 31, 2008, 02:30:13 PM »
Quote from: "Haegan2005"
I got one out of eight right! I'm improving!

Quote
Interdictor Aircraft: 58 wu and 40 pp per 25
+1 speed, +1 weapons, +1 agility, +1 fuel
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 2


Lol, all it takes is practice. But you are doing good. your cost calcs are usually correct. On this last batch the only problem was with the extra upkeep and the not taking into account the reduced Caps. Otherwise was a good effort. Keep up the good work bud.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #174 on: June 01, 2008, 06:56:24 PM »
I posted the diplomacy rules. This is my first attempt at writing diplo rules, so be gentle in your criticisms.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Haegan2005

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« Reply #175 on: June 02, 2008, 11:56:34 PM »
troop Freighter: 58 wu, Iron and 40 pp per 10
 30,000 CC at level 8
+1 deck capacity(helo deck for troop loading)25 DC
+1 Assault Ship
+1 cargo
+1 Anti air
IU 1, Wu 1 Wu 1

Sub H-K: 60 wu, Iron and 48 pp per 2
+3 submersible +1 torpedo +1 Long ranged Weapons (Missiles)
External: +1 Sonar tail.
IU 2, Wu 1 FU 1

Sub Freighter: 56 wu, Iron and 32 pp per 10
 30,000 CC at level 8
+2 submersible
+1 cargo
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Þórgrímr (OP)

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« Reply #176 on: June 03, 2008, 08:26:52 AM »
Quote from: "Haegan2005"
troop Freighter: 58 wu, Iron and 40 pp per 10
 30,000 CC at level 8
+1 deck capacity(helo deck for troop loading)25 DC
+1 Assault Ship
+1 cargo
+1 Anti air
IU 1, Wu 1 Wu 1

Sub H-K: 60 wu, Iron and 48 pp per 2
+3 submersible +1 torpedo +1 Long ranged Weapons (Missiles)
External: +1 Sonar tail.
IU 2, Wu 1 FU 1

Sub Freighter: 56 wu, Iron and 32 pp per 10
 30,000 CC at level 8
+2 submersible
+1 cargo

Tarawa Class LHA Troopship
58wu/40pp/Iron/Block, 10/Block  (CC 30K)
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1+1
TL8 +1 Deck Capacity (Troop Slicks) +1 Assault Ship +1 Cargo +1 Anti-Air

The Deck Capacity increases either Ind or Fuel upkeep. So pick either one to increase. Usually Ind is the easier to maintain. Also WU cost is 58.

Sub Freighter: 56 wu, Iron and 32 pp per 10
 30,000 CC at level 8
+2 submersible
+1 cargo[/quote]

Cargo Sub
56wu/32pp/Iron/Block, 10/Block  (CC 30K)
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1
TL8 +2 Submersible +1 Cargo

Good design, simple and succinct.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #177 on: July 02, 2008, 03:32:28 PM »
The Beyond the Stars! playtest has now begun. Haegan 2005 and I have been busy the last month getting the spreadsheets ready and tweaking the rules for the game.

We felt that they were in a state that we felt they could be playtested without major problems.

The INN news bits posted were related directly to orders Haegan had given. So you can see how that portion of BTS! is slated to work. The Player may also submit news bits to the GM to be included in the next months update of the INN.

They can be most anything the player wishes, but mainly as hints or warnings to other players. Think of some of the news broadcasts during the cold war for an idea of how that works. Or they can be idsinformation to mislead other powers or just plain ole fluff for flavor. How ever the player wishes it.

They are subject to editing and approval by the GM. So expect that if you submit a news bit to your local INN Bureau.  :D

Later on today I will be posting some screenies of the lovely spreadsheets Haegan has created for the game. The only one the player mainly deals with is the Empire Orders Sheet. The others are mainly for informational purposes and to help the player calculate certain costs, like our handy dandy colony cost calculator.

If anybody is interested in joining Haegan and myself in playtesting this game, please by all means let us know. The more eyes we have the more problems can be corrected.



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

Offline Þórgrímr (OP)

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« Reply #178 on: July 02, 2008, 07:48:44 PM »
All credit for the spreadsheets goes to Haegan2005. For he created these beauties and they make playing and GMing the game a breeze.  :D

One note. The only spreadsheet the player needs to worry about as of this point is the Empire Orders Sheet. All the others are mainly to give the player all the information he needs to write his orders.



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

Offline Þórgrímr (OP)

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« Reply #179 on: July 16, 2008, 07:00:22 PM »
The playtest is going along quite well. We have two new powers in the test as you can see in the INN posting.  :D

Any who would like to participate feel free to make your wish to join known.



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