Search found 242 matches
- Fri Feb 22, 2008 8:47 am
- Forum: Hotlabs
- Topic: Research Facilities
- Replies: 8
- Views: 5577
Hmmmmm, That would allow me to (for example) make X exceptionally high near odd interstellar phenomena (Nebulae, odd star types, etc) which would be quite fitting to the background (and might work better than my initial idea because these systems often have poor Capacity), I wanted to keep the facil...
- Thu Feb 21, 2008 8:00 pm
- Forum: Hotlabs
- Topic: Research Facilities
- Replies: 8
- Views: 5577
That could work... I was trying to create a situation where it was better to have research stations out on the frontier (which makes them more vulnerable to industrial espionage/sabotage - which I was going to restrict to targeting research facilities) which seems more in keeping with a lot of sci-f...
- Thu Feb 21, 2008 7:12 pm
- Forum: Hotlabs
- Topic: Research Facilities
- Replies: 8
- Views: 5577
Research Facilities
Something I've been fiddling about with as an alternative to direct tech investment: Research Facility Construction Cost: 8 Upkeep Cost: 1/2 Defence: 1 Attrition: 3 Notes: Allows the Empire to invest up to (system capacity - system population) in tech investment per turn. Each facility may always in...
- Thu Feb 21, 2008 7:56 am
- Forum: Officer's Lounge
- Topic: Doctrines
- Replies: 13
- Views: 5950
However, given that most ISD ship lists already have inherent doctrines built in by the nature of the specific factions, it might be redundant. This is very true - however, having just designed and tried to balance five factions for a game I can say that it might be easier to remove doctrine from t...
- Thu Feb 21, 2008 7:52 am
- Forum: Officer's Lounge
- Topic: Doctrines
- Replies: 13
- Views: 5950
You could just adjust the availability ratings for games using availibility: So for in-doctrine designs availability goes down one level (uncommon->common, rare->Uncommon, etc) And out of doctrine pulls the availability up by one level (uncommon->rare, common->uncommon) To alter doctrines you must t...
- Wed Feb 20, 2008 4:33 pm
- Forum: Officer's Lounge
- Topic: Doctrines
- Replies: 13
- Views: 5950
- Fri Feb 15, 2008 7:58 am
- Forum: Mess Hall
- Topic: Imagine if this actually went through
- Replies: 8
- Views: 5067
Re: tirade alert
As for the war being right or wrong the political masters as you put it had a debate in this country our senate signed off on 22 reasons to go to war with Iraq (WMD issues was only 1 of these 22 reasons), the House of Representatives and the Senate based the joint resolution authorizing the war in ...
- Thu Feb 14, 2008 7:57 pm
- Forum: Mess Hall
- Topic: Imagine if this actually went through
- Replies: 8
- Views: 5067
Re: tirade alert
*gets on soapbox* You can't have it both ways. If you support the military, you support the war they are fighting and winning and the job they are doing. If you don't, then that's fine too, just don't lie about it. That's what this protest/counter-protest stuff shows me in the links you provided ec...
- Sun Feb 10, 2008 8:08 am
- Forum: Officer's Lounge
- Topic: Web Tool to simply combat
- Replies: 17
- Views: 7270
Another thought on simplifying input, If you entered squadron and ship data in this form: Squadron... Ship... Ship... Ship... Squadron... Ship... Ship... etc, It's slightly less flexible, however by doing so you could eliminate both the squadron and the faction assignment for each ship line (both co...
- Sat Feb 09, 2008 9:23 am
- Forum: Mercenary Air Squadron
- Topic: MAS gamebox for live internet play using ZunTzu 1.2
- Replies: 24
- Views: 18948
Re: MAS gamebox for live internet play using ZunTzu 1.2
There WILL be questions like "where are the plane logs?" and "Where are the pilot logs" and HOW DO I USE THIS THING WITH MY BUDDIES??" and I will answer them all on the forum here, as best I can. Neat, So where are the plane and pilot logs? (You wouldn't want to be disappoi...
- Wed Jan 30, 2008 8:15 am
- Forum: Officer's Lounge
- Topic: Web Tool to simply combat
- Replies: 17
- Views: 7270
Would the following be a valid/usable implementation? To handle the Target (ship, class) Each ship class would have an defender value and attack value (what it is worth to each side, defender to keep, attacker to destroy) Individual ships could over ride this.. To handle Target size/ broad classifi...
- Tue Jan 29, 2008 2:59 pm
- Forum: Officer's Lounge
- Topic: Web Tool to simply combat
- Replies: 17
- Views: 7270
Off the top of my head: Target a specific ship Target a specific class of ships (broadsword class destroyers, etc) Target a specific size-class (frigates, destroyers, carriers, etc) Target a broad class of ships (escorts, cruisers, battleships, carriers, etc) Fighter Defence Target a specific squadr...
- Mon Jan 21, 2008 11:38 am
- Forum: Officer's Lounge
- Topic: Very Simple Combat
- Replies: 23
- Views: 12267
- Fri Jan 18, 2008 1:55 pm
- Forum: Officer's Lounge
- Topic: Very Simple Combat
- Replies: 23
- Views: 12267
Could you assign officers as another separate entity (especially since flights will also be affected by officers)? OFFICER <NAME>,<ASSIGNED_UNIT>,<AS>,<SQDN_AS>,<AF>,<SQDN_AF>,etc Again, this would allow for the GM keeping a 'game library' of officers and classes to paste into the program, Catch is ...
- Fri Jan 18, 2008 1:16 pm
- Forum: Officer's Lounge
- Topic: Very Simple Combat
- Replies: 23
- Views: 12267
It would be cool if you could define ship class rather than having to build each ship from the ground up (like you have with the fighters), So, by way of example: CLASS,Mauler,CA,6,6,2 SHIP,Kitties,Sqdn1,Mauler,CA2,8,NO,0 SHIP,Kitties,Sqdn1,Mauler,CA3,8,NO,0 SHIP,Kitties,Sqdn1,Mauler,CA4,8,NO,0 Gene...