Rules Updates for 40

Started by Dave Baughman, April 27, 2010, 11:51:46 PM

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Marlin

I am still using BV1. Although units that have none have BV2 then of course. Never paid attention to that, however.

Iron Mongoose

Since the offical rules called for BV1 and never were noted to change, I never stopped using it for my self, so every air unit built in the FWL or Mandrills/Camels in my time was ballanced by that system. 

LittleH13

I like the idea of going to BV2 as it is no longer broken and it is what is in MM. I am sorry but going over some other list that is not well organized just for one part of the game does not make any sense. I agree with Dave here and think that BV2 should be implemented for all Warships.


-Josh

chaosxtreme

Quote from: Iron Mongoose on May 16, 2010, 09:46:13 PM
Since the offical rules called for BV1 and never were noted to change, I never stopped using it for my self, so every air unit built in the FWL or Mandrills/Camels in my time was ballanced by that system. 

Eh I'm running the FWL and I really don't mind going back through and re-computing. I've been using BV2 to figure out how and what to build.

Of course I have not been building any of the warship classes you were so its probably how its not come up.

We at least have the benefit of the FWL itemizing down to the type unit so re-computing is just a matter of mathematics and Im on vacation this week anyway.


Dave Baughman

Hi guys, I am going to post a poll in a second about the BV issue. Please register your opinions there and add any additional comments/nuances as replies.
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

RE: the extra salvage rule

What happens if one side tries to finish the rolls for a turn but cannot as the other side is stalling?

I think fine tuning is needed. Or a differenciated judgement by the Gms. Also, as I read it, if the fight goes for several rounds and the stuff wont be finished, the Damage control also will be retconned to go to Bandits?

This will cause much headache. (Example, 3 rounds by very big forces: each round there are damage controls, and finally it is not concluded, so the Control sums now have to be taken out again?)

It seems that only the winner benefits from it. Can there be an incentive for both parties?

Oh, and: Transport of Nuclear Tokens: Is it planned that they can only move 5 Hexes per turn even on a LiFu Warship?

Thanks.

Dave Baughman

Quote from: Marlin on May 23, 2010, 02:23:31 PM
RE: the extra salvage rule

What happens if one side tries to finish the rolls for a turn but cannot as the other side is stalling?

I think fine tuning is needed. Or a differenciated judgement by the Gms. Also, as I read it, if the fight goes for several rounds and the stuff wont be finished, the Damage control also will be retconned to go to Bandits?

Damage control would only go to the bandits A) for rounds that had actually been rolled by the GMs and B) in situations where the players failed to complete the match in a timely manner. The "timely manner" part is important - we wouldn't penalize you guys if it was beyond your control.

This will cause much headache. (Example, 3 rounds by very big forces: each round there are damage controls, and finally it is not concluded, so the Control sums now have to be taken out again?)

It seems that only the winner benefits from it. Can there be an incentive for both parties?

What did you have in mind? I'm open to other ideas.

Oh, and: Transport of Nuclear Tokens: Is it planned that they can only move 5 Hexes per turn even on a LiFu Warship?

Once nuclear tokens are attached to a unit, they move as part of the unit. The 5 hex limit is for when they are moving independently, that is to say when they are still in the process of being delivered.

Thanks.
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

Ah, excellent. So then they are still moveable.

Hm, incentive for the losing player to still roll it out: I have no real idea. Introduce a Sportsmanship-o-meter. And for 10 points (10 times losing a battle means 1 invasion or such) they get an extra .. whatever. :P Hm.. mightbe too good for 10 rounds but there could be a Member world converted to a Control world? Or an empty Hex gets a Member world?

Both should be for 20 points or more, though.

There are still so many Member worlds, so plenty of opportunity. That is just off the top of my head. Personally I would like it.

Jeyar

You know, I got to thinking.

I know that factions have the option of opting out of the NK option, but since so many other items added on this game had a cultural history bias for their numbers (stats for intel service, number of teams of special ops, size of military, size of aerospace, design options for free tech development, size of ship yards when that mattered and so on - all these items hurting the TC) then why not the NK option? True, this is one of the few times that the TC would finally have extra from a cultural rule addition (the other I would argue is if there was ever a colonization tech tree), but seriously, this is a big element to the game to have made uniform: ESPECIALLY when one element was made nearly impossible to increase (the number of Pfs – which I have struggled to do since the 2nd turn I was part of the game) one element had limits placed on certain factions (local capitols, some factions had caps like the TC), and some elements are really hard to change by a significant percentage (world count – which the TC struggled under multiple systems and paid vast amount for). This has special meaning to me as the Dark will suddenly gain NKs the very turn they become available, the very turn the TC drops some via the rules as they stand now. You KNOW that the Dark will use them. I suppose it is possible for the TC to drive them off Erod's Escape, bu I doubt it with the odds and rules as they are now.

Now please don't think this is whining, I did think long on this. However it is extremely frustrating to have an ability of your faction made to balance other imposed weaknesses, then have it yanked (not the weakness), then have it given to all other factions as an option, and then loose part of that power to a genocidal faction one is at war with, the very turn it comes back. Since other items in the past have been reviewed when pointed out as perhaps allowing for a nudge, I figured I would ask on this important item. Even more focused as the timing and location of the Dark attack hurts so badly with all of this, and the TC has been viewed negatively on this issue, and posted on this issue in the past with an IC viewpoint. Name another faction that has this game?