Rules Discussion

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

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Dave Baughman

Quote from: Marlin on June 17, 2010, 07:57:40 PM
I would like to note that in turn 37, a nuke was used on Aerospace elements over Atreus. The result was that the planet was terrorized.

Will that be the case for Roche too or was that just a test run? (And 3 nukes are gonna do much terror, I guess. At least on the ground)

What is with use in Space, say in a space battle? How does that affect a hex or planet?

Yes, a Nuclear Terror roll should be made for Roche and should follow the finalized Nuclear Weapons rules to determine modifiers and effects.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Marlin

That sucks for the victor. In any case a planet defends itself.

What about space battles in a hex with active planets, though?

Dave Baughman

Quote from: Marlin on June 17, 2010, 08:05:57 PM
That sucks for the victor. In any case a planet defends itself.

What about space battles in a hex with active planets, though?

The Nuclear Terror rules are probably going to need eratta since all income is generated by hex, and thus terrorizing a single planet only causes some rules issues I had not initially thought of.

I will post in the Turn 41 thread with the details but basically the chart will be revised so that the first tier of terror is for the hex the attack occured in rather than the planet.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Parmenion

It's been been asked before, or is in a rule somewhere, but I have a question on rounding. 

Say for instance, faction A received battlefield repairs totalling 1.375FP.   In cases of this, do we round up to 1.5FP or round down to 1.25FP.

Thanks


LittleH13

When you are exactly in the middle like that you round up.


Quote from: Parmenion on June 24, 2010, 12:34:52 PM
It's been been asked before, or is in a rule somewhere, but I have a question on rounding. 

Say for instance, faction A received battlefield repairs totalling 1.375FP.   In cases of this, do we round up to 1.5FP or round down to 1.25FP.

Thanks



Parmenion

Thanks for the quick response.  Much appreciated.


Quote from: LittleH13 on June 24, 2010, 12:58:11 PM
When you are exactly in the middle like that you round up.


Quote from: Parmenion on June 24, 2010, 12:34:52 PM
It's been been asked before, or is in a rule somewhere, but I have a question on rounding. 

Say for instance, faction A received battlefield repairs totalling 1.375FP.   In cases of this, do we round up to 1.5FP or round down to 1.25FP.

Thanks



Dave Baughman

OK, random thought:


Yardship rules

1. Delete all YardShip Rules.
2. Replace with:


  • MF and SY hex improvements may be build as Mobile or LFB mobile units. Mobile factories still need a turn to pack or unpack between moves, but may follow Mobile movement rules for MP costs.
  • A Yardship is a WarShip "wrapped" around a Mobile SY. A Faslane is "half" an SY (24 RP cost, 1.5 FP production per turn, 0.5 RP revenue when operating as a "half SY"), whereas a Newgrange is a "whole" SY (48 RP cost, etc etc etc).
  • The Cost of a YardShip is the FP cost of (the underlying unit + any supporting units + the shipyard), modified by the movement class cost modifier.
  • End of rules.


Does this sound like a more simple and straightforward way to handle Yardships? Or am I missing something that would be pertinent to game balance.

Probably worth noting, this would make YardShips somewhat more expensive to construct, but honestly I'm starting to suspect that is in its self an imbalance within the current rule.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

DisGruntled

With all the interdiction about, I've got some questions about building replacement HPGs that others might find interesting as well.

How many Type A and Type B HPGs can be built per IC per turn?  NM, One per 10 ICs.  This might be a bit low since you can build as many IC hex elements as you wish in a turn.

How far a turn can they travel?

Dave Baughman

Quote from: DisGruntled on July 02, 2010, 01:52:29 PM
With all the interdiction about, I've got some questions about building replacement HPGs that others might find interesting as well.

How many Type A and Type B HPGs can be built per IC per turn?  NM, One per 10 ICs.  This might be a bit low since you can build as many IC hex elements as you wish in a turn.

How far a turn can they travel?

They are transported units, so 5 hexes per turn or however much you pay for if you move them by command circuit.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Marlin

Follow-up question: The 100 word rule to gain additional bonus, is it just for buyers of HPGs or does it count for all factions, regardless of ability? Could we change the wording then?

I mean, a Clan like the CIH would simply build the stuff, ship it, and install it. Telling the people: Here, use it.
And end.

Of course, RP should be encouraged, but I just want a clarification. After the first couple of HPGs, we shall see if the bonus is worth the trouble.

DisGruntled

I'm guessing they'd count as 3 FP  for command circuit purposes as they cost 3 MP per hex to move normally?

Holt

So a naked Newgrange would cost [1 (Newgrange) + 0 (support) + 48 RP (mod)]* 5 (movement) = 245RP

Thats bit excessive if you ask me, right now its about 148RP for 1FP of Newgrange


Quote from: Dave Baughman on July 01, 2010, 11:07:12 PM
OK, random thought:


Yardship rules

1. Delete all YardShip Rules.
2. Replace with:


  • MF and SY hex improvements may be build as Mobile or LFB mobile units. Mobile factories still need a turn to pack or unpack between moves, but may follow Mobile movement rules for MP costs.
  • A Yardship is a WarShip "wrapped" around a Mobile SY. A Faslane is "half" an SY (24 RP cost, 1.5 FP production per turn, 0.5 RP revenue when operating as a "half SY"), whereas a Newgrange is a "whole" SY (48 RP cost, etc etc etc).
  • The Cost of a YardShip is the FP cost of (the underlying unit + any supporting units + the shipyard), modified by the movement class cost modifier.
  • End of rules.


Does this sound like a more simple and straightforward way to handle Yardships? Or am I missing something that would be pertinent to game balance.

Probably worth noting, this would make YardShips somewhat more expensive to construct, but honestly I'm starting to suspect that is in its self an imbalance within the current rule.

Marlin

I thought Newgranges should be mandatory with 31ish FP company? THat would make it well over 150 RP to build, no?

Still less than the proposed rulechange. But well, it makes them worth it and even more powerful. I know my Clan wont build such a think ... probably forever.

Holt

That the problem, right now they are just not expensive, but completely out of the question. I was looking into building one and the sheer cost for something that though great isnt that great when you tally up its cost.

The Faslane is worth it, but TH onry.

Daemonknight

If they are going to cost that much, there needs to be some big increase in their abilities. Otherwise, I think their cost needs to be cut down a bit.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade