Search found 102 matches

by aelius
Tue Oct 11, 2016 8:54 pm
Forum: VBAM Galaxies
Topic: Hostile Encounters
Replies: 6
Views: 1891

Re: Hostile Encounters

To quote Marc Antony "Our thoughts are as one on this".
As to the chance, I think you could slot it onto the table at 5 or 9 and that should make it pop enough.
by aelius
Tue Oct 11, 2016 8:51 pm
Forum: VBAM Galaxies
Topic: Intelligence Rules
Replies: 21
Views: 7772

Re: Intelligence Rules

That seems reasonable. I am not attached to the old difficulty numbers and if this keeps the same rough percentages while eliminating the MFP calculations then that makes it a bonus.
I have to admit I have always preferred tables to calculation formula when practical.
by aelius
Tue Oct 11, 2016 8:46 pm
Forum: VBAM Galaxies
Topic: Command Costs
Replies: 9
Views: 2439

Re: Command Costs

I'm just thinking that it would make the Scout missions work better if they did align with the existing abilities. Then the Scouts could just be really versatile, swapping between abilities as needed whereas the dedicated ships just aren't as expensive to field. Guardian: raise formation Disruptor:...
by aelius
Tue Oct 11, 2016 8:39 pm
Forum: VBAM Galaxies
Topic: Hostile Encounters
Replies: 6
Views: 1891

Re: Hostile Encounters

I like the 1/36 roll for NPE's using that WAP varient being discussed in the Galaxies doc. But extra things popping up to mostly just be there to interact with would be good. It could be an Exploration Event table. Or maybe a line nearer the middle of the Special Traits table. Things like Pirate Bas...
by aelius
Tue Oct 11, 2016 8:26 pm
Forum: VBAM Galaxies
Topic: Command Costs
Replies: 9
Views: 2439

Re: Command Costs

That works for me. I'm a big fan of consistency.
by aelius
Mon Oct 10, 2016 5:22 am
Forum: War Room
Topic: The Omerth Crusade (Year 1, maybe more?)
Replies: 12
Views: 6398

Re: The Omerth Crusade (Year 1, maybe more?)

I suggested that for a blockaded system, but I think it works well for a raider fleet as well. Also I think that you should be able to engage a raider fleet in system if you have Police functions in the fleet. You should probably need an amount equal to a fraction of the raiders CC. Not sure what fr...
by aelius
Wed Oct 05, 2016 9:52 pm
Forum: VBAM Galaxies
Topic: Institutes and XP
Replies: 13
Views: 6199

Re: Institutes and XP

I'd argue a hybrid system--the standard 'trickle' method of gaining XP which would model the situation where, occasionally, you have an outstanding naval officer or ground-pounder suddenly emerge, with the Institute being the way to 'upgrade' those officers. As for the value for XP, I'd argue that ...
by aelius
Wed Oct 05, 2016 9:48 pm
Forum: VBAM Galaxies
Topic: Convoy Names
Replies: 6
Views: 2067

Re: Convoy Names

I like the single convoy type method. It keeps everything simple and you can re-task cargo movers instead of having all these specialized units you have to make sure you have on hand. So if you need supply convoys for an offensive you can convert a convoy that just dropped a colony or move a trade c...
by aelius
Tue Oct 04, 2016 6:09 pm
Forum: VBAM Galaxies
Topic: Construction Destruction (Shipyards, Convoys, Repairs)
Replies: 16
Views: 4426

Re: Construction Destruction (Shipyards, Convoys, Repairs)

I tend to think of convoys as civilian freighters called into service so I like the instabuild rules. However you shouldn't be able to spam them without consequence. Allow one convoy to be called in a system without a problem, but each additional convoy reduces the effective Production of the system...
by aelius
Tue Oct 04, 2016 5:58 pm
Forum: VBAM Galaxies
Topic: Institutes and XP
Replies: 13
Views: 6199

Re: Institutes and XP

Yep. I like it because even without expensive academies to train people you still get leaders.
You just get more if you make the effort. :)
by aelius
Tue Oct 04, 2016 5:10 pm
Forum: VBAM Galaxies
Topic: Institutes and XP
Replies: 13
Views: 6199

Re: Institutes and XP

I would give each empire one tenth of its census each year, but allow the building of institutes to bolster that trickle of points if the player wants to.
Best of both worlds. You don't get much if you don't invest, but you will get something infrequently. If you do invest its better, but it costs.
by aelius
Tue Oct 04, 2016 4:26 pm
Forum: VBAM Galaxies
Topic: Encounter Resolution
Replies: 14
Views: 3426

Re: Encounter Resolution

Yeah, but unfortunately the retreat / pursuit loop is all to realistic during wartime. I can see it might not be best for game fun though. Still it recreates those desperate holding actions as you try to scrape together the forces to stop an invading fleet. After all, if you retreat when the enemy i...
by aelius
Tue Oct 04, 2016 4:18 pm
Forum: VBAM Galaxies
Topic: Extended Construction Times
Replies: 4
Views: 1496

Re: Extended Construction Times

I like construction times and typically use the extended.
It makes large ships more valuable. After all, you not only have to invest resources but shipyard time as well. Makes those capital ships something you don't want to lose.
If its just money then losing them becomes much less painful.
by aelius
Tue Oct 04, 2016 4:10 pm
Forum: VBAM Galaxies
Topic: Encounter Resolution
Replies: 14
Views: 3426

Re: Encounter Resolution

Or you could sat that units that retreat across a lane may not move the following movement phase. This would prevent extra movement and represent the reorganization time needed after a what amounts to a defeat. Although it would require keeping track of which units retreated and so that method creat...
by aelius
Mon Oct 03, 2016 5:04 am
Forum: VBAM Galaxies
Topic: Encounter Resolution
Replies: 14
Views: 3426

Re: Encounter Resolution

I actually don't mind more than one battle per encounter. I tend to think of each round of a battle as a separate encounter in the ongoing battle for the system anyway. So having more than one defined battle doesn't really cause a problem. I tend to think that each empire should be able to generate ...