Rules Questions and Comments

Started by Fatebringer, June 15, 2011, 09:44:33 PM

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Daemonknight

it does, I just didn't add that part in there.


One of the other ways in which the Clans get special bonuses(because they are vastly outnumbered by the IS), is that Clan units are built as Regulars, while IS units are built as Green. I'm taking a break from Tech/Com rules and starting work on the combat rules. Perhaps when I get a few sections done I will post them up for comment, if people are at all interested.
"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

chaosxtreme

That may be too powerful.

My point being that Clan regular is 3/4 equal to IS Veteran.

Unless there are some pretty serious constraints on Clan Income and production. That is way to powerful.

Daemonknight

The Clans have almost no territory to speak of, and are vastly outnumbered in just about every economic way. I don't really see what your source of concern is.

also, upkeep rules will be in effect, to keep the forces from growing to the just plain stupid levels they are currently at. Rules will also keep Stack'o'Dooms from being truly effective, aswell as keeping the number of high-XP units small, due to XP loss, among other things. There is a lot of stuff that hasn't been mentioned yet, so lets add thoughts/constructive criticism to things I do post, without making judgments like 'its way overpowered'.

I realize that might sound touchy, and I apologize, i haven't had much sleep just yet. I don't mean it to be a dick
"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

Parmenion

Perhaps if you took this over to the correct thread, we could get back to the topic on hand.  That being training within the 3091 game and if players had any points they want to raise on this.


Daemonknight

Its a rules discussion thread Parm, so it's on topic.

And the 3091 rules arn't undergoing anymore rules revisions. Thats why I'm make a new ruleset
"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

Fatebringer

Question - I think it was the FP 3090 rules that had Pirate Point insertion bonuses based on unit skill. Was anything like that ever added to this game?

Daemonknight

"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

Dave Baughman

So, new-game-planners, what are your thoughts about a 3071 War of Reaving campaign set immediately after the ilKhan declares the policy of [read the book, its awesome]? Talk about a bug-nuts crazy scenario with lots of room for maneuver and development.
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.

Daemonknight

havnt read the books, so i am unable to form an opinion
"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

Marlin

Gotta get it myself, but it may take a while till its here.

Fatebringer

#145
I have mixed feelings about that. First off, that would take a lot of research and planning. That's the downside for people that run the game. But on the plus side, it has a beggining and an end.

As much as I like the FGC format, one of the problems I ran into when I was playing D&D was that we would get into these never ending expansive scenarios. Our party would grow and divide, grow and divide, until we had a Mercenary company that was covering the whole damn planet.

Without a GM intervening Catalyst that forces interaction treaties and stockpiling occur. In Cannon, there was the Jihad and now the WoR to break that monotony. I was kinda hoping there was a Jihad during the jump from FGC3062 to FGC3091. The fact that the bad guys were poofed out of the story meant that I had all these big stacks of doom and no enemy.

My biggest objection to that is that, we have our own house of cards here. If the GM's want a plot to make it tumble, have at it! I don't want to see FG3091 go out with a whimper. I say instead of just abandoning it for the WoR, put on your point hat and be the EVIL GM we know you can be and assume random NPC's within each faction handing out mission objectives and if people don't achieve them, generate a new plot that messes with the peace lovin hippies... ((Shrug)) That's just my opinion. You can use the WoR carnage and the Jihad stuff to get ideas.

Cannonshop

Quote from: Fatebringer on August 04, 2011, 06:33:59 PM
I have mixed feelings about that. First off, that would take a lot of research and planning. That's the downside for people that run the game. But on the plus side, it has a beggining and an end.

As much as I like the FGC format, one of the problems I ran into when I was playing D&D was that we would get into these never ending expansive scenarios. Our party would grow and divide, grow and divide, until we had a Mercenary company that was covering the whole damn planet.

Without a GM intervening Catalyst that forces interaction treaties and stockpiling occur. In Cannon, there was the Jihad and now the WoR to break that monotony. I was kinda hoping there was a Jihad during the jump from FGC3062 to FGC3091. The fact that the bad guys were poofed out of the story meant that I had all these big stacks of doom and no enemy.

My biggest objection to that is that, we have our own house of cards here. If the GM's want a plot to make it tumble, have at it! I don't want to see FG3091 go out with a whimper. I say instead of just abandoning it for the WoR, put on your point hat and be the EVIL GM we know you can be and assume random NPC's within each faction handing out mission objectives and if people don't achieve them, generate a new plot that messes with the peace lovin hippies... ((Shrug)) That's just my opinion. You can use the WoR carnage and the Jihad stuff to get ideas.

I'd hardly characterize what I, or Marlin, or Daemonknight are doing as "Peace Hippie" activity.

However...

Fate, what HAS the Dominion done lately?

Fatebringer

If I told ya, I'd have to kill ya ;) At the start of a new game I like to watch my borders first, then react. It just so happened that my borders weren't the ones being threatened, but I've been vocal and now there maaay be some forces on the move turn 3... but it's best just to assume there are 100 warships waiting for you if you cross the New Dominion border ;) I mean, it's just safer that way right guys? :)

Marlin

I would be all for Peace Hippie within the Clans and war rather to the outside. Its my weakness.

Cannonshop

Quote from: Marlin on August 05, 2011, 03:49:19 PM
I would be all for Peace Hippie within the Clans and war rather to the outside. Its my weakness.

Too bad you started a war with the Falcons, then, ain't it?