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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1264
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Posted: Wed Oct 24, 2007 6:48 am Post subject: IMPLEMENTED: Rule tweeks coming (very minor) |
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- set passive scan to 5 for Epic Blooms
- Make jump in limit for empty systems 13 or num planets * 2, whichever is higher
- Change trade gates so only protect from DL loss if you also have a colony in the system.
Last edited by GameAdmin on Fri Nov 02, 2007 5:41 pm; edited 1 time in total |
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Devaad

Joined: 20 May 2006 Posts: 318
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Posted: Wed Oct 24, 2007 5:46 pm Post subject: Re: Rule tweeks coming (very minor) |
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| GameAdmin wrote: |
| - Change trade gates so only protect from DL loss if you also have a colony in the system. |
The phrasing of that implies that there is already a system in place to protect from DL loss... is that true? There was nothing about it in the rules (or I need glasses) and I looked at them from top to bottom while refamiliarizing myself with he game. _________________ Arch-Mage of the EM and the Magefolk
Maturelyexpressedimmaturityiswhatvideogamesareallabout.-Me
Reallifeisaboutthenastystuff,thisisjustaboutdeathanddestruction.-Jonathan
Owhatatangledwebweweavewhenfirstwepracticetodecieve.-Cloak of Darkness |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1264
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Posted: Wed Oct 24, 2007 8:59 pm Post subject: |
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True - there was a single small comment at the bottom of the DarkLight page.
I updated both the Darklight page and the Construct page to highlight that you can avoid darklight loss - did that today. |
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Devaad

Joined: 20 May 2006 Posts: 318
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Posted: Thu Oct 25, 2007 1:06 am Post subject: |
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Thanks, I better go review it. _________________ Arch-Mage of the EM and the Magefolk
Maturelyexpressedimmaturityiswhatvideogamesareallabout.-Me
Reallifeisaboutthenastystuff,thisisjustaboutdeathanddestruction.-Jonathan
Owhatatangledwebweweavewhenfirstwepracticetodecieve.-Cloak of Darkness |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1264
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Posted: Thu Oct 25, 2007 6:27 am Post subject: |
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Actually, having looked into it a bit I'll change these revisions to:
1) Jump in limits
- Jump in is now limited to 2*num planets per race
- Unless there is a lock down drone.
I think this is good enough. ie get rid of the 13 pts overmatching limit as well.
2) Epic bloom now acts as beholder, range 5
So you will see who is close.
3) If jump out near trade gate and you have colonies in the system then you don't lose DL.
4) (new) Only one trade gate is allowed per system. i.e. only one race can have a trade gate in a system. |
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Devaad

Joined: 20 May 2006 Posts: 318
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Posted: Thu Oct 25, 2007 8:48 am Post subject: |
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Ok, except for one thing: what about allies/empires who are sharing systems? What do they do about trade gates? _________________ Arch-Mage of the EM and the Magefolk
Maturelyexpressedimmaturityiswhatvideogamesareallabout.-Me
Reallifeisaboutthenastystuff,thisisjustaboutdeathanddestruction.-Jonathan
Owhatatangledwebweweavewhenfirstwepracticetodecieve.-Cloak of Darkness |
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Dragonia
Joined: 08 Mar 2007 Posts: 255
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Posted: Thu Oct 25, 2007 4:15 pm Post subject: |
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| Quote: |
| 4) (new) Only one trade gate is allowed per system. i.e. only one race can have a trade gate in a system. |
nice... this is defenitely going to make some things interesting.
btw, how about something to allow stations to self repair if no enemy forces are in system? if not full recovery at least once per galactic turn... it's still annoying self destructing a station just to get it repaired, lol. _________________ Live without honor, Die without Honor
~ars68, leader of Dragonia |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1264
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Posted: Thu Oct 25, 2007 9:03 pm Post subject: |
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I'm not sure about the empires - I think for now leave it as a total rule - 1 per race. If that doesn't work then tweak it.
Stations can build more armour....That is self repair, kindof. Again, it is mainly working, so is it worth changing? I could on this one, as I don't think the current system is simpler than auto repair of the core. Doub't I'll ever auto repair the armour. OTOH,leaving it as it is is even less work.... |
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Dragonia
Joined: 08 Mar 2007 Posts: 255
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Posted: Thu Oct 25, 2007 9:22 pm Post subject: |
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lol, no, I'm not saying auto repair of armour either, since you can just take out, then replace the armour, fixing it.
leaving it at 1 trade gate per race is gonna make it interesting when you can't heal your own without purposely giving the other side a chance build there own... and if they do, all they need do is drag it out some and all colonies at 3 will die off, leaving you with even more work even if you do 'win'
to me that's just kind of cruel  _________________ Live without honor, Die without Honor
~ars68, leader of Dragonia |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1264
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Posted: Fri Oct 26, 2007 4:51 am Post subject: |
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Ah yes, I see. |
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Lord Nova

Joined: 22 May 2006 Posts: 270 Location: Northamptonshire, England
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Posted: Fri Oct 26, 2007 12:21 pm Post subject: |
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What's going to happen if you've already got more than one races trade gate in a single system?
Destroy a random trade gate?
Maybe I should kill Sarthar's gate then rather than pirating it. _________________ Constantly pushing back the boundaries of Human Stupidity. |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1264
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Posted: Sat Oct 27, 2007 9:14 pm Post subject: |
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Kill his gate!
Maybe I should say that neither works until you kill one? Or maybe they both die. Or, more likely, they both work until one dies.... |
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Dragonia
Joined: 08 Mar 2007 Posts: 255
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Posted: Sun Oct 28, 2007 12:24 am Post subject: |
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| Quote: |
| I'm not sure about the empires - I think for now leave it as a total rule - 1 per race. If that doesn't work then tweak it. |
thought I may want to bring this up now instead of it coming up later...
1: 1 trade gate per race per system
2: ripcurrents are not shared between empire members
3: planets with colonists (esp those little max 3 planets) die w/o trade gate
this translates into:
if an empire mate colonizes a system that you need, there will be nothing he can do unless he kills his own gate. until then you will be blocked from using ripcurrents from that system, most planets in that system.
so...
1: allow trade gates to work between empire mates (or able to build more then 1 since they are same empire, ie not enemy)
2: allow empire mates to share ripcurrents (since current is really more important then 1 system in population anyway)
3: leave it like that and tell them they will just have to strategize more. (giving empire mates a disadvantage to going solo)
I think that pretty much wraps it up...
btw, going off of #1 there... how about simply setting it up where you are not allowed to make constructs if there is an enemy present in system. since an enemy is considered in the system already if an enemy trade gate is there, it will force them to cleanse the system to build there own. and empire mates will be able to build there own since according to the game no enemy is present (only allies) it would also mean building trade gate and throwing a colonist pod at the nearest planet to avoid DL loss in midbattle would no longer be an option... they would have to use a trade gate already present. (not to mention making a trade gate a lot bigger of a target... and a lot more worth in trying to keep alive) _________________ Live without honor, Die without Honor
~ars68, leader of Dragonia |
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