Search found 72 matches

by BLHarrison
Tue Sep 13, 2011 12:20 am
Forum: Second Edition Development Archive
Topic: More Info on the Special Technologies Please
Replies: 8
Views: 3476

Re: More Info on the Special Technologies Please

To answer your question, in its current incarnation Police should cost 2 MU, as its advantage is fairly substantial for what it does (contributing towards a piracy check bonus) and making it cheaper would make it too easy for a player to build a single "police dreadnought" that could patr...
by BLHarrison
Mon Sep 12, 2011 1:35 pm
Forum: Second Edition Development Archive
Topic: 2E System Generator
Replies: 20
Views: 7047

Re: 2E System Generator

I don't know how easy/hard it would be but you could include a "Random Language" option for those who can't or don't want to choose a language theme.
by BLHarrison
Mon Sep 12, 2011 7:27 am
Forum: Second Edition Development Archive
Topic: Future Developments
Replies: 7
Views: 3255

Future Developments

I'm wondering about some of the things we might see in future suppliments. I beleive we already know that there will be rules introduce Nomatic Races, or Empires suffering through Civil Wars and (one of the things I'm most looking forward to) lots and lots of new technlogies beyond that in the basic...
by BLHarrison
Tue Sep 06, 2011 1:02 am
Forum: Second Edition Development Archive
Topic: More Info on the Special Technologies Please
Replies: 8
Views: 3476

More Info on the Special Technologies Please

For example, having decided that my solo play empire is of mercintile bent, and that the "Police" special tech will be an early buy and that the Police ST will encrease the effective construction cost of anti-piracy patrols I must ask: By how much? +5ep/police? +const value of a ship? In o...
by BLHarrison
Tue Sep 06, 2011 12:38 am
Forum: Second Edition Development Archive
Topic: I don't know if you've caught/covered this yet but ...
Replies: 8
Views: 3554

Re: I don't know if you've caught/covered this yet but ...

In one part of the draft the calculation for completion time is given as Construction Cost/2, yet later in the draft the value is given as Construction Cost/5. If it matters my suggestion is to go with the /5 value as it matches so many of the other calculations. Also on the page were mothballing un...
by BLHarrison
Mon Aug 29, 2011 11:38 pm
Forum: Second Edition Development Archive
Topic: Observation/Suggestions for VBAM2 Exploration
Replies: 1
Views: 1495

Observation/Suggestions for VBAM2 Exploration

I was going over the current draft and have reached the (admittedly still in progress) exploration rules, specifically the empire activation rules. While keeping everything prior to the un-named chart I have the following suggestions. Because the preceding paragraph in the draft states that the home...
by BLHarrison
Thu Aug 25, 2011 6:32 pm
Forum: Second Edition Development Archive
Topic: 2E Feedback
Replies: 47
Views: 22330

Re: 2E Feedback

When a Empire buys a capital the rules currently state that it costs "the empire’s total colony income and requires one campaign year to complete". Is that one full years colony income or just one turns worth? I think it would be one turns worth of colony income, but it looks to be just am...
by BLHarrison
Mon Aug 22, 2011 8:09 pm
Forum: Second Edition Development Archive
Topic: Starting Tech for Empires.
Replies: 2
Views: 1685

Re: Starting Tech for Empires.

The ground invasion bonus currently on Marine could then be transferred back to Assault, or else remain with Marine and make Marine be a dual-purpose ability depending on whether it is applied to a space or ground unit. That actually makes some sense considering interchanges with the Menagerie rule...
by BLHarrison
Mon Aug 22, 2011 5:09 pm
Forum: Second Edition Development Archive
Topic: I don't know if you've caught/covered this yet but ...
Replies: 8
Views: 3554

Re: I don't know if you've caught/covered this yet but ...

But in both the recent drafts, in the discription of the "Marine" ability you use the word Assault instead of Marine. Also, while I'm typeing, Is it correct to beleive that if you had unit with let us say AS 1 PD 1 and Marine 2 the value for the unit would be AS 3 PD 3 during the first pha...
by BLHarrison
Mon Aug 22, 2011 4:43 pm
Forum: Second Edition Development Archive
Topic: Starting Tech for Empires.
Replies: 2
Views: 1685

Starting Tech for Empires.

In observing the ongoing game I think I've deduced the minimum starting tech that any TL 0 empire has. These appear to be: FTL Scout Cargo While there are undoubtly rules (either in the works or as of yet unviewd) for determining if a starting Empire tech abilities, are there any other "basic&q...
by BLHarrison
Mon Aug 22, 2011 5:20 am
Forum: Second Edition Development Archive
Topic: VBAM 2E Playtest Files (Was: Any Updates?)
Replies: 174
Views: 63709

Re: Any Updates?

I still haven't competed my initial skim of the newest draft, but something is compelling me to ask about the special abilities Armor and Missiles. 1st of all is Armor for both space and ground forces and (in general) how do they effect a unit that has the trait. 2nd question is does Missile effect ...
by BLHarrison
Tue Aug 16, 2011 3:21 pm
Forum: Second Edition Development Archive
Topic: Oddball build Question(s)
Replies: 7
Views: 3667

Re: Oddball build Question(s)

I THINK it depends on the scale expected for the game. tracking .5 cargo when you have ten or fewer ships is one thing.. doing for one hundred ships.. Also what happens when one of the four ships is destroyed, is the "cargo unit" destroyed ? (or does it take two of the four ?) .. I would ...
by BLHarrison
Mon Aug 15, 2011 6:15 pm
Forum: Second Edition Development Archive
Topic: Oddball build Question(s)
Replies: 7
Views: 3667

Oddball build Question(s)

In the spreadsheet I've roughed out to create units I've been putting/adding any leftover fractions into Cargo. Therefore ... Question 1: Can one actually make use of such fractional values. Example 4 ships with .5 cargo each could carry a 2 CC unit between them? Question 2: If the answer to #1 is y...
by BLHarrison
Sun Aug 14, 2011 9:35 pm
Forum: Second Edition Development Archive
Topic: Human Republic Playtest Thread
Replies: 79
Views: 29077

Re: Human Republic Playtest Thread

[Senator/on] With the recent completion of the prototype Clark station I feel we need to add another one to our defenses at Terra Nova. That being said I feel we need to prototype a more moble ship type as well so we can re-enforce our colonies as needed. If any of the military faction have plans pl...
by BLHarrison
Sun Aug 14, 2011 9:25 pm
Forum: Officer's Lounge
Topic: Idle Speculation
Replies: 7
Views: 6429

Re: Idle Speculation

I'll second the TL0 to TL1 idea. If they are still getting power from the GRID, TL0. If the Maglev's are self powered they probably are TL1. Although with a lot of Bells and Whistles (Like done on a Airless, Harsh, or even more hazardous atmosphere world, one could make an arguement for pushing to ...