Paul
Administrator
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Post by Paul on May 8, 2011 8:12:34 GMT -6
First test went well.
Things we will probably change:
#1 More base income per planet. #2 Geoff's idea about costs for allocation of production, tech, and income. I was thinking that only income can be used for allocation using this small formula. Two Money for one point of production and four money for one point of tech.
Ideas?
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dan
Star Wars GM
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Post by dan on May 8, 2011 10:28:26 GMT -6
I do think there needs to be a cost for diverting the money etc around. I saw that if you spread everything out you can get a decent amount built up. Another idea would be possibly a limit on what type of buildings a planet can have. As in no more then 2 Banks/Lab/Factory on planets with 3 buildings avaiable.
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Paul
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Post by Paul on May 9, 2011 10:20:22 GMT -6
I don’t really like the idea of limiting the amount of types of buildings on each planet. There will be a point late game when it will take forever to make / do anything.
I think I am going to put the new rules for allocation into canon. That rule was that the planets base incomes should be rather high. You can spend 4 “credits” for one point of technology and 2 “credits” for one point of production.
Another idea is a partial one that Geoff and I thought about. Geoff said that it would be kind of cool to “roll” for movement. I don’t like that idea at all, but I do like the idea of keeping the movement rules in place and add a “roll” to bonus movement. We need more power! The die used would be based off the size of the ship.
Tiny =1d4 Small = 1d6 Medium = 1d8 Large = 1d10 Huge = 1d12
This idea does take a little power / movement away from “Stacks” but the worst a ship can get would be 1d4. I think some rules on limitations should be implemented. How about if a ship uses this “more power” then they can’t attack? That would make sense because they are using all their power to move. The ship would return to “normal” stats to defend because it is no longer that players turn.
Healing:
We need to come up with a healing system. I will work on that later. I want battles to be a little longer than what they were.
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Post by peaceofwar on May 14, 2011 13:07:29 GMT -6
Thank you Paul for mentioning my idea on the rolls.
I do still think like we discussed different rule sets should have optional "Special" groups in mind. Like advanced rules would have the idea that each level of a building would = X D(X) rolled each turn like level0 = 1 D2 roll per turn from that building and level 1 would be either 1 D3 or 2D2 rolled so on. I can see "roll" players would enjoy this portion of the game, lets break out the dice for advanced rules but keep it simple as possible for basic and maybe a merge for intermediate
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Paul
Administrator
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Post by Paul on May 23, 2011 5:08:38 GMT -6
The rules are practically finished. Things we still need to play test and eventually figure out: - Espionage
- Income - Rates
- Late Game Ships
- Freighters
- Complete Random Generation for a Judge less game
Next time we play I want to see a lot of battles. I will either have a lot of random encounters or entice people to declare war on each other.
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