Author Topic: Rules  (Read 55862 times)

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Offline Erik L

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Re: Rules
« Reply #45 on: October 22, 2015, 07:03:41 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

Hmmm, I vaguely remember something in there for shield resetting. I will dig through prior versions.

Did you also search the PDF for shield reset?

Offline boggo2300

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Re: Rules
« Reply #46 on: October 22, 2015, 07:08:52 PM »
yes,  nothing
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Offline Erik L

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Re: Rules
« Reply #47 on: October 22, 2015, 11:03:38 PM »
Actually, I am considering modifying shields and armor somewhat.

As it is right now, the EM/Th/K values are reduced as damage is sustained. This applies to shields and armor. What I am thinking is removing the Mitigation... well, shifting the mitigation values to the EM/Th/K values. Have those reduce the incoming damage, and have all remaining damage applied to the Collapse value.

As for regeneration, I am thinking of adding a value to each that adds to the collapse value per turn. Shield regenerators would act as a multiplier to that value. Or maybe additive. I'll need to play with numbers.

If I do go with the first idea, shield and armor EM/Th/K values would be reduced.

Offline boggo2300

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Re: Rules
« Reply #48 on: October 22, 2015, 11:15:41 PM »
Actually that sounds pretty good, so basically your shields (or armour) would have Em/Th/K Collapse and regen only

I think that would be simpler in action as well as easier to wrap your thinking gear around
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Offline Erik L

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Re: Rules
« Reply #49 on: October 22, 2015, 11:24:54 PM »
Actually that sounds pretty good, so basically your shields (or armour) would have Em/Th/K Collapse and regen only

I think that would be simpler in action as well as easier to wrap your thinking gear around

The EM/Th/K values would be mitigation for both shields and armor. So if a 2pt fission warhead hits shields, it would do 2/4/2. The 2EM applies to the Collapse, the 4Th and 2K get mitigated down. Not sure how far yet, as I've not played with any numbers.

This makes ships harder to kill I think.

Offline Sematary (OP)

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Re: Rules
« Reply #50 on: October 22, 2015, 11:29:40 PM »
Right now I am in favor of things that make ships harder to kill. Currently in small engagements (and this includes all of your designs from each player) he who hits first wins in over 90% of the cases I have tried. Right now each of you have salvos that would cripple any other design as long as something like 50% of your shots hit.
 

Offline Erik L

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Re: Rules
« Reply #51 on: October 23, 2015, 02:05:15 PM »
Numbers I am playing with are a reduction in the EM/Th/K values to 1/3 current. The collapse values increase between 32% and 64%.

I've not looked at armor yet, but I'm leaning towards the same ratios.

For example: Alpha Shields are now 2EM/5TH/4K/33 Collapse. A 2 pt warhead doing 2/4/2 would bounce off the shield. Of course, multiple missiles in one salvo are added together, so a volley of 5 missiles does 10/20/10 for 8/15/6 bleed through to armor and a new collapse of 4.
« Last Edit: October 23, 2015, 02:07:51 PM by Erik Luken »
 

Offline Erik L

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Re: Rules
« Reply #52 on: October 23, 2015, 04:08:12 PM »
Armor values stayed pretty much the same. Except Reactive armor. This went up.

So regular armor is okay, Reactive is better with a higher collapse value (maxed at 340). Organic starts the with the same collapse as reactive, but tops out at 300. Organic regenerates, normal and reactive do not.

Offline Sematary (OP)

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Re: Rules
« Reply #53 on: October 23, 2015, 04:19:22 PM »
Looks like your next iteration will be pretty busy.
 

Offline Erik L

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Re: Rules
« Reply #54 on: October 23, 2015, 06:03:36 PM »
I'll get this out Sunday.

Offline boggo2300

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Re: Rules
« Reply #55 on: October 26, 2015, 01:14:55 AM »
Did I see an email link for the new version this morning (my time),  I could have sworn I did, but can't see it now,  and the only version in my RPGNow library has the timestamp 2014-06-24 16:18:02

I'm quite happy to accept I was delusional earlier, it was 6am Monday morning after all
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Offline Erik L

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Re: Rules
« Reply #56 on: October 26, 2015, 08:00:19 AM »
You're delusional :)

I didn't get one sent out.

Offline boggo2300

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Re: Rules
« Reply #57 on: October 26, 2015, 03:29:15 PM »
it's not the first time I've seen emails that aren't there...

I suppose that's what I get for using yahoo as a spam trap account
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Offline Erik L

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Re: Rules
« Reply #58 on: December 01, 2015, 04:32:14 PM »
I've been contemplating a change in how diplomacy works. But it is sort of nebulous at the moment. So no change at this time.

Offline boggo2300

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Re: Rules
« Reply #59 on: December 02, 2015, 02:55:05 PM »
One thing that's struck me on diplomacy from my Unification game (still setting up, that'll teach me for starting 10 Empires on one planet!)

I think the automatic change to diplomatic score might be a little extreme,  as all my empires have embassies with each other, even the un-friendliest of them will be moving up the attitude tree towards mutual respect and admiration pretty quickly. 

I don't really have a solution,  unless you do something like add an attitude to diplomacy,  so you can set how you interact with other nations,  ie;  you can set your diplomatic attitude to;  Friendly, build co-operation;  to increase your diplomatic relations, or to Watchful, distrustful;  wont make relations worse, but won't improve them either, or Insulting to slowly lower your diplomacy,  trying to provoke them to declaring war.

and actually maybe a penalty to all your other diplomatic relations when you do declare war on someone...

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