Aurora 4x
Starfire => Starfire Rules => Topic started by: TrueZuluwiz on September 26, 2006, 06:46:43 PM
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Is there, or is there not, a Rule #6 ?
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WTF?
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In which version?
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Well, GSF did letters, but both sets have a 'rule 6', which for both versions happen to be 'Readiness States'.
Unless he's asking about something completely smart-@$$...
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Bruce is refering to Rule #6, There is no rule #6. Which of course comes after rule #5, No poofta, and before rule #7, No poofta
--Mav
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Bruce is refering to Rule #6, There is no rule #6. Which of course comes after rule #5, No poofta, and before rule #7, No poofta
--Mav
Again... WTF?
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Python quotes... again...
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Bloody bleedin hell...
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so, to bring another bad icon:
"rule #6. We don't need no stinking rule # 6"
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Y'all are crazy.
1. Monty Python sucks.
2. British humor (Humour?) is... odd. Deal.
3. Ratha loves numbered posts
4. So does Bengaley.
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I have a question about Starfire construction rates.
SY and SYM are clear, but the planetary build rates I'm a bit confused about.
I know that for a planet to build ships, bases or SS it needs at least one (SP) and that the rate is 5 + TL.
But what is the build rate for PDCs? I recall something from Imperial Starfire where building weapon armed PDCs there was a per turn build rate of 1/4 of the EVM.
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rules, rules, rules...
long lists, burgandy text...
RULES, RULES, RULES!!!
Dancin' down at the Origins...
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I have a question about Starfire construction rates.
SY and SYM are clear, but the planetary build rates I'm a bit confused about.
I know that for a planet to build ships, bases or SS it needs at least one (SP) and that the rate is 5 + TL.
But what is the build rate for PDCs? I recall something from Imperial Starfire where building weapon armed PDCs there was a per turn build rate of 1/4 of the EVM.
You are right that rule is from Imperial Starfire. 15.09.06.2 It reads, in part:
Ground base "hulls" on inhabited worlds must be built by planetary industry, and the maximum building rate for any single ground base is 1/4 hull space per EVM of the building population per month. (Thus a planet with an EMV of 400 could build 100 hull spaces of a single ground base's "hull" per month.)
I recall that back in the days of the 3DG it was agreed the build rate would be 1/4 Hull Space per PU+IU of the building population. (Thus a planet with 300 PU and 100 IU could build 100 hull spaces per month.)
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I recall that back in the days of the 3DG it was agreed the build rate would be 1/4 Hull Space per PU+IU of the building population. (Thus a planet with 300 PU and 100 IU could build 100 hull spaces per month.)
Thanks, I'll go with that. Got a planet needing something quick before the survey ships call in something ugly on them. Likely won't do much good though.
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From what I gather a ship must have an intact datalink, whether it be a Z up to a Z2ch, to make use of datalink point defense(s) of another ship in the datagroup. So what if the ship in question had no Dz, Dx, etc., of it's own? Will it still be protected as long as its Z is intact?
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Here's my Question: All through the Rigellian Diary (which I'm now again in the the middle of) There are constant references to "tuning engines" and "detuning engines".
For instance: "The two Ark Royals engage their engine tuners and the Battlestar Antarctica detunes her engines as the enemy fighters move within one and a quarter light seconds." (A direct quote from page 534)
Now just what is the difference between tuning and detuning your engines? They both make you go faster for a specified time, right?
And no, I'm fairly sure it doesn't involve Rule No. 6. At least I hope it doesn't.
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Tuning an engine requires a specific tech. At tech 7 it is a one hull space per engine room item and at tech 11 it is a seperate item that uses 20% of the space that the ships engines use. In both cases it allows for a short burst of tactical speed (around 20 turns per strategic turn) of one extra point of movement. The reason you can not use it indefinately is that it produces radiation that destroys the ship. Something like one point of damage every d10 rounds.
Detuning an engine could be done at any tech level. You took a -4 on all of your to hits and got a one point boost to speed for a short time. I think it was about 20 turns as well. After this the engines would start to burn out and be destroyed from the engine being run at such a high level.
Hope this helps with the story.
Brian
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Detuning an engine carries a greatly increased threat of burning out your engines.
Using engine tuners does not increase the burnout threat but it creates a lot of radiation and a ship is limited to how long it can tune before the crew starts dying off. You can use it for no more that 15 tactical turns before you start to kill off crew at that rate of 1 system per additional tactical turn of use.