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Looks good. Though you might want to number the rules posts so a person has an idea on the order :evil: Yeah that was the intention. As for now the index should suffice. Once the rules get into a more finalised form I will number them. I will get them into order though. The topmost should be the beginning when I get them arranged.
Quote from: "Erik Luken"Looks good. Though you might want to number the rules posts so a person has an idea on the order :evil: Yeah that was the intention. As for now the index should suffice. Once the rules get into a more finalised form I will number them. I will get them into order though. The topmost should be the beginning when I get them arranged. According to the host, the email bounces should cease. Though to be honest, I've not seen any new ones since they said it was fixed.
I have not done much with the rules lately due to my sudden illness, but have no fear, I have been writing down some ideas I have had while setting in bed. :wink:
Perhaps the problem that you might be running into is the lack of a frame of reference for the rules. Aurora doesn't have the detailed rules you have laid out but you can see the program and work out most of what it is supposed to do. Games like Advanced Squad Leader or Star Fleet Battles have massive amounts of rules but they also have huge amounts of background material in the form of WWII and Star Trek. They also have maps, counters and, in the latter case, ship diagrams. With Starfire, there is a lot of David Weber and player fiction to get you interested. Most people won't read a long ruleset with no frame of reference to see if the rules are interesting. You need to get them interested enough to read the rules in the first place.Steve
These rules are more for playing in whatever sci fi universe you wish without needing to have to change the ruleset everytime you wish to play a different 'verse. The plan was to have a basic 'verse, and then through subsequent releases add new 'verses with specialized rules, ads, disads, a specific map and units pre-designed for the player to use, or they still would have the option to create their own units.
I would be very interested in your background ideas and would even like to see a campaign fiction post with the background game mechanics posted thereafter.
The Population Limit of a Terrain region is the maximum number of population units that can be there without penalties in a given region. As the region goes past this it begins to suffer from Overcrowding. The calculation for this is below: Population < Limit: Overcrowding 0 Population < Limit x 1.5: Overcrowding 1 Population < Limit x 2: Overcrowding 2 Population < Limit x 3: Overcrowding 3 Etc. Having any sort of Overcrowding negatively affects such things as population upkeep, resistance to diseases, housing costs, etc.