Rules Discussion

Started by Dave Baughman, March 22, 2010, 01:15:05 PM

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LittleH13

Fate the below quote from the current comms rules answers your question. FYI you have to hire the TH to do it.

QuoteHPG- Class B
Description:  A relay station that links to a Class A, that also has send and receive capabilities.
Range: 2 Hexes.
Location: fixed, any control world.
Cost:  Three RP (considered part of the cost of a Control World).
Speed of Communications:  1 Day (single batch send and receive per day unless ordered to do more urgent send by Class A).
Provider Requirements: Primary, Secondary
Construction Time: One cycle.
Construction Location: Off site, at an Improved Communication hex element and transported at a cost of 3 MP per hex.
Special: Any HPG sold which includes an RP post of over 100 words per HPG sold, will incur a profit of .25 RP.

GreyJaeger

With SimRes becoming the norm, may I suggest that Quality ratings be used as modifiers to the SimRes roll? Something like

Green -1
Regular 0
Veteran +1
Elite +2

And I also think the Combat loss charts need to be toned down a bit.5-10 per line would not be a bad start.

Jeyar

Quote from: LittleH13 on September 08, 2010, 01:38:41 AM
Fate the below quote from the current comms rules answers your question. FYI you have to hire the TH to do it.


Provider Requirements: Primary, Secondary


Isn't there more than one 2ndary provider now?






:D

chaosxtreme

There is the Clans and there are the Wolves in Exile for Secondary.

Fed Suns aren't even Tertiary. Only Tertiary providers to my knowledge is the FWL

Jeyar

I thought that level was eliminated now.  ???

chaosxtreme

It will be in the new rules. But because of all the "confusion" the new Comm Rules have not been eliminated yet.

Even under the new rules if you haven't paid in blood sweat and tears to get Tertiary, you have to buy from the TH until you invest the blood sweat and tears to gain Basic status.

Jeyar

Well, I have a suggestion for a rule: post the address that we are to e-mail order to there, since we'll never see them in the thread that tells the date TOO send them in.  ;)

Fatebringer

Quote from: GreyJaeger on September 08, 2010, 01:42:15 AM
With SimRes becoming the norm, may I suggest that Quality ratings be used as modifiers to the SimRes roll? Something like

Green -1
Regular 0
Veteran +1
Elite +2

And I also think the Combat loss charts need to be toned down a bit.5-10 per line would not be a bad start.

That would kinda be like double dipping. The skill bonus is already what give your more FP to use for the roll, thereby doing more damage. It's like hit points in DnD, you don't get more of a body, just a better ability to avoid or do damage.

Fatebringer

Quote from: Fatebringer on May 10, 2010, 05:25:14 PM
Just a question that has been nagging at the back of my mind since I joined and said, why don't the Ravens have any Recharge Stations. Are there any actual benefits for having One?

+5 MP and 1 RP generation seem pathetically insignificant compared to the investment.

No significant MP Generation, no movement bonuses.

The possibility to gain more MP per cycle, or increase maximum jump distance by 1 for KF or 2 for LF drives seems logical.

My stops at Recharge Stations in the past are little more then RP opportunities to stage a trial for charges that do no actual In-Game benefits.

Every time we get on the topic of Recharge Stations, I always remember that I brought this up, and I know there were some other rules suggestions or an actual rule update somewhere, but I couldn't find it :P I know that I wasn't the only one that thought some form of extending transported troop movements was implemented somewhere, but not to the degree of which I suggested.

I was reading about the Olympus recharge stations and how they had a capacity for 8 charges, 2 repair bays for crafts up of 100,000 and 150,000 tons and tons of storage space, they in themselves kinda reminded me of yardships. So I just wanted to ask what the status of recharge stations in the game was. It's late here and I'm rambling. Good night!  8) <<Been watching too many performers doing acts lately :P>>

GreyJaeger

Quote from: Fatebringer on September 08, 2010, 05:47:15 AM
Quote from: GreyJaeger on September 08, 2010, 01:42:15 AM
With SimRes becoming the norm, may I suggest that Quality ratings be used as modifiers to the SimRes roll? Something like

Green -1
Regular 0
Veteran +1
Elite +2

And I also think the Combat loss charts need to be toned down a bit.5-10 per line would not be a bad start.

That would kinda be like double dipping. The skill bonus is already what give your more FP to use for the roll, thereby doing more damage. It's like hit points in DnD, you don't get more of a body, just a better ability to avoid or do damage.

I do not see it that way. I see that it is completely useless to spend the RP and time to go up to Veteran or Elite. Is it possible for Veteran troops to lose to hastily raised and ill trained troops? Yep. But it is not bloody likely. However, it is happening way too often. I am seeing absolutely no incentive to take the time to train troops. I have an Elite unit that is going to drop to Veteran, but I have no intention of training it back up. I would rather drop all my units to Regular, and put the FP into new units. As it stands by your interpretation, the only use of Veterans or Elites is stack-o-doom. If stack-o-doom is going to be the only way to play and having even a modicum chance of success, I am seriously contemplating quitting.

Hugin

Quote from: GreyJaeger on September 08, 2010, 12:49:12 PM
Quote from: Fatebringer on September 08, 2010, 05:47:15 AM
Quote from: GreyJaeger on September 08, 2010, 01:42:15 AM
With SimRes becoming the norm, may I suggest that Quality ratings be used as modifiers to the SimRes roll? Something like

Green -1
Regular 0
Veteran +1
Elite +2

And I also think the Combat loss charts need to be toned down a bit.5-10 per line would not be a bad start.

That would kinda be like double dipping. The skill bonus is already what give your more FP to use for the roll, thereby doing more damage. It's like hit points in DnD, you don't get more of a body, just a better ability to avoid or do damage.

I do not see it that way. I see that it is completely useless to spend the RP and time to go up to Veteran or Elite. Is it possible for Veteran troops to lose to hastily raised and ill trained troops? Yep. But it is not bloody likely. However, it is happening way too often. I am seeing absolutely no incentive to take the time to train troops. I have an Elite unit that is going to drop to Veteran, but I have no intention of training it back up. I would rather drop all my units to Regular, and put the FP into new units. As it stands by your interpretation, the only use of Veterans or Elites is stack-o-doom. If stack-o-doom is going to be the only way to play and having even a modicum chance of success, I am seriously contemplating quitting.

this!

:P

DisGruntled

One thing that hasn't been mentioned is that training up troops is a way to increase FP and overall fighting capability if you don't have the MF capacity to build new units.  Better trained troops also tend to stick around better with the bottle rolls.

Going with the above would be another incentive for simple resolution over fighting it out, and personally I'd rather see more MM than less. (at least in close to even fights)

If we do end up with a simple res modifier, I think we'd have to drop the force point multiplier at the least.

GreyJaeger

The game has went to almost purely SimRes as it is. I would like to do MM. I am available pretty much all weekend, damn near every weekend. Hell, of last turn I was online every weekend, both on Skype and MSN, and I did not see anyone. If people don't show up, you can't MM. It is that simple.  Note, this is not a condemnation on anyone.. It is just a simple fact.

As far as the Breaking roll.. How often does that come into play? What twice in the last two turns even with all the combats, at least that I read? Most of the time a unit is completely wiped out in one turn. Again, being Vet or Elite does not make up for having more Regular units.

I have no problem dropping the FP boost, but I  think that making it more expensive, both in resources and time would be in order as an alternative, or doing both. I was thinking something like..

Regular to Veteran- 2.5 RP, 2 Turns, and surviving 5 Battles/Invasions or 10 Raids/Trials
Veteran to Elite- 5 RP, 3 Turns, and surviving an additional 5 Battles/Invasions or 10 Trials/Raids

NVA

While we are considering, how about getting rid of the auto kill scenarios.  3 to 1 and greater than 3 to 1 are ALWAYS auto kills.  It is no wonder that many fights are 3.1 to 1 or whatever.  Just enough to ensure, short of a lucky crit, an autokill.  There needs to be pain for anyone in any scenario.  Now, 100 to 1, yes, that IS an auto kill.  But, 3.1 to 1 should still result in potentially serious damage for the 3.1 and not a guaranteed victory.  Because of this, most fights appear to be a math game and nothing less.  Can I reach 3.1 so that I don't actually have to worry?

GreyJaeger

That is why I mentioned, as well as IM did several months ago, that the tables need adjusting. The tables are rather brutal, even for one on one fights.