Search found 134 matches

by nimrodd
Mon Oct 29, 2007 1:12 pm
Forum: War Room
Topic: Scavengers of the Shattered Empire
Replies: 5
Views: 3745

Re: Slow Construction times!

How slow, you ask? The first turn (2250.01), I built a siphoning station that cost 10 EP (I using fuel requirements so those increase a nation's supply). Normally this would take a mere 5 turns, but since my build modifer is 1/4+0.5 = 0.75, it takes me 10/0.75 = 13 turns to complete! In turn 2250.0...
by nimrodd
Sun Oct 28, 2007 5:14 pm
Forum: War Room
Topic: Deadlock
Replies: 24
Views: 12676

I am interested in playing in this game. I have been skimming the rules, and it looks interesting.
by nimrodd
Fri Oct 19, 2007 2:24 pm
Forum: War Room
Topic: Rise of the Kingdom (FINISHED)
Replies: 30
Views: 16783

Re: Call for help

I'm looking for good-sounding Texan names for the Lone Star Union. Its an IND-3 power that is based (loosely) on Texas. So, I'm looking for names that are well-known in Texan history. Well, there are the standards: Stephen F. Austin Davie Crocket Jim Bowie Sam Houston William B. Travis Other lesser...
by nimrodd
Thu Oct 18, 2007 8:31 pm
Forum: Hotlabs
Topic: New VBAM Unit Traits
Replies: 37
Views: 18391

Instead of halving the number of Hull Boxes in Starmada, I would double the number of Hull hits on the Damage Chart. This way there is no confusion about how big the ship is (i.e. is it a hull 5 or hull 3?). Instead of a hull hit on a 1,3 or 5, you will take a hull hit no matter what is rolled. Int...
by nimrodd
Thu Oct 18, 2007 2:51 pm
Forum: Hotlabs
Topic: New VBAM Unit Traits
Replies: 37
Views: 18391

2.2.6.3 Pocket Ships Technically “war hulled”, the term Pocket Ship is what has stuck with the populace and media. This trait is a Micro research item. Units with this trait do not cripple; they are simply destroyed when they take their DV in damage. In return, the ships are comparatively cheaper t...
by nimrodd
Tue Oct 16, 2007 3:50 am
Forum: Hotlabs
Topic: Shipyard Options 2
Replies: 14
Views: 7632

Re: Shipyard Options 2

Emiricol wrote:Interesting. Does this alter the cost of the shipyards themselves? It seems like the cost could be tied to "design capacity" somehow.
No more than # of bays and Construction Capacity is tied to cost, I would think.
by nimrodd
Mon Oct 15, 2007 12:44 pm
Forum: War Room
Topic: "Elegy For Fallen Gods" campaign
Replies: 19
Views: 10335

I'd like to join. I would prefer to try the Cylons.
by nimrodd
Fri Oct 12, 2007 1:28 pm
Forum: Hotlabs
Topic: Increasing Facilities Construction Times
Replies: 13
Views: 6728

As Game Admin, you can always throw in the stipulation that you can only double the speed of production by using this rule. Using this rule, your 6 EP ships could be sped up to a max of 2 turns build time at a cost of 9 EP CC. Or another option is that you could allow them to more than double the s...
by nimrodd
Fri Oct 12, 2007 1:14 pm
Forum: Hotlabs
Topic: Increasing Facilities Construction Times
Replies: 13
Views: 6728

This is an interesting concept, but I'm worried about the fact that most homeworlds sit around Prod 10 and 60 EPs so you can rush a decent amount of ships in a single turn for no 'extra cost' (most turns I have capacity to spare). For Example: you could produce four 6EP ships in a single turn (6/15...
by nimrodd
Fri Oct 12, 2007 12:59 pm
Forum: Hotlabs
Topic: Ship scarcity in a tech level/research game
Replies: 20
Views: 10706

Emiricol wrote:What does the ^ function mean?
To the power of

x^2 means "x Squared"
x^0.5 means "Square root of x"
by nimrodd
Thu Oct 11, 2007 7:38 pm
Forum: Hotlabs
Topic: Increasing Facilities Construction Times
Replies: 13
Views: 6728

Another option for speeding up (or slowing down) construction is allocation of capacity. A normal 12 EP Ship takes 12 EP capacity of the yard and 6 turns to build. By dividing the EP of the ship by the capacity allocated at the beginning of the build , you can speed up or slow down the construction....
by nimrodd
Thu Oct 11, 2007 12:46 pm
Forum: Hotlabs
Topic: Ship scarcity in a tech level/research game
Replies: 20
Views: 10706

I would base rarity on either hull size or equipment. In most cases, you are never going to have "Common" Dreadnoughts, so that ship class would probably be Rare. Also, certain technologies would be Uncommon, such as Scout or Jammer.
by nimrodd
Thu Oct 11, 2007 12:41 pm
Forum: Hotlabs
Topic: Increasing Facilities Construction Times
Replies: 13
Views: 6728

But how about merging shipyards? Lets say you had a single shipyard over your homeworld (Prod: 10, Output: 60). You could build 10 ships with 6EP cost each. But lets purchase another shipyard, but instead of creating another shipyard, it adds to the existing one. You now have a shipyard (2), that c...
by nimrodd
Mon Oct 08, 2007 3:01 pm
Forum: Hotlabs
Topic: Logistics Rating vs. Endurance
Replies: 13
Views: 7164

To me Endurance Rating would imply an individual ships rating, whereas Logistics Rating would apply more to what the Supply Ships could replenish.