Search found 70 matches
- Mon Jan 21, 2013 4:17 am
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
From an e-mail from Tyrel Jan 11th: Me: > You require that Stealth be ROLLED and then enemy Scout is ROLLED and > subtracted from it to determine how many CC of ships can make sneak > attacks and any screening value they use DOES NOT apply to the rest of the > combat round. In other words, they can'...
- Sat Jan 19, 2013 10:48 pm
- Forum: Officer's Lounge
- Topic: Complexity Level
- Replies: 3
- Views: 2561
Re: Complexity Level
My question would be what would you like to use to keep track of it if not a spreadsheet? Presumably, any 4x-style game would have individual colonies, fleets with various ship designs, some sort of economy to track, and technology - to track all that would require at least some form of paperwork. M...
- Sat Jan 19, 2013 10:38 pm
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
As it was explained to me elsewhere (Yahoo group? E-mail? Can't keep track of it all), you apply your screening or anti-fighter PD during the stealth attack phase. I believe the intent is to prevent you from double-applying PD by applying it in the Stealth Attack phase AND the regular PD Phase. And ...
- Fri Jan 18, 2013 9:44 pm
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
So, questions on how scenario generation works: 1) If I spend 8 CP on a scenario, that allows me to bring in 8CC Command units. Can I bring in any number of them as long as they are 8CC or less? 2) Does my enemy have a required commitment in return? What's to stop them from fielding a 1 CC corvette ...
- Wed Jan 16, 2013 6:07 pm
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
I would too, but I'd hate to be wrong...
- Wed Jan 16, 2013 7:04 am
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
So we need to buy fleets AND facilities?
Also, if we have any EP left over, do we keep it or does it go away? For example, if I have 3 EP left over, do I get to keep it or is it gone?
Also, if we have any EP left over, do we keep it or does it go away? For example, if I have 3 EP left over, do I get to keep it or is it gone?
- Tue Jan 15, 2013 4:43 am
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
I have jotted down that we start with 1 Starport, 1 Shipyard, and 1 Supply Depot. Is that still the case or do we have to buy those with our starting EP? We are using exploring, correct? So we know all the jump lanes and systems and everything, we just can't use any jump lanes until they've been exp...
- Sun Jan 13, 2013 9:48 pm
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
Tech progression will depend on how long-scale the game is going to go. If increasing, say, AS to TL1 is going to cost 40 and saves you 1 per ship, it's going to take 40 ships produced to pay back the investment. If you're building that many you're either in one hell of a war and probably need the p...
- Sun Jan 13, 2013 1:21 am
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
After tinkering around for a while today, I've come up with the following suggestions for the CSR: 1) Make special abilities that aren't based on % of CC count as Combat Factors for ship CC minimum. Otherwise, you could theoretically have a CC1 ship with 100 Communications, for example. I've made 1C...
- Sat Jan 12, 2013 12:28 am
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
Ah, okay, that kinda makes sense. So you can't construct Trade Ports in your own systems? What about if you don't feel like building a Starport at a system you own, could you just make a trade fleet to turn it into a Trade Port? How about with NPEs? If you ran into a pre-steller NPE, could you throw...
- Fri Jan 11, 2013 7:26 am
- Forum: Second Edition Development Archive
- Topic: Test Combats
- Replies: 5
- Views: 4062
Test Combats
So, I thought I'd try to run a couple combats as I understand them since the combat Tyrel sent in the playtest e-mail didn't seem to follow the rules as I understand them in the playtest rule packet. I'm going to start with a simple fight to see if I'm doing anything correctly. Tirelon Force 1x Batt...
- Thu Jan 10, 2013 9:27 pm
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
Another question: why do we need Civilian fleets? I guess colony fleets make sense, but I don't see the point of transport fleets as you could just whip up a cheap Basing 10 shuttle for 1/3 the cost? Trade fleets don't make much sense to me either, do you have to expend them at your own colonies to ...
- Wed Jan 09, 2013 8:29 am
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
I kinda like the different jump lane types, but I could see it as more of an optional rule rather than a default. I don't get the point of Pre-warp natives. They aren't really a threat because they'll have little-to-no space forces... are you supposed to trade with them? Invade them? From never havi...
- Tue Jan 08, 2013 4:22 am
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
Any costs or values that you're likely to interact with on a turn-by-turn basis seem like the most important ones - too much of a newb to know exactly what those are. As for the ground forces, I meant what the construction costs to design them were, just didn't express that very clearly. It would al...
- Mon Jan 07, 2013 6:52 pm
- Forum: Second Edition Development Archive
- Topic: Playtest Rules Notes
- Replies: 31
- Views: 14042
Re: Playtest Rules Notes
I noticed several typos and questions as well, but not at home with my copy so will try to put them up another time. One thing that would be GREATLY helpful would be a quick-reference sheet that had all the costs of everything, all the charts in one place. I only skimmed 2/3 of the way through it la...