Version 2 Rules Changes
Posted: Tue Aug 30, 2011 6:57 pm
Here is a partial list of what is being changed.
Trade- This will go to more of the SW sim model. Trade is just a function of the size and openness of your economy. You either get it or you don't based on your overall access to markets.
Ship Maint.- This is now a function of the combat power of the ship rather than the mass. A blended system was getting complicated and this gets us close enough to people paying for capability.
Ship Scrapping- Ships now have a scrap value, not much but its there.
Ship building- These expenses are now cut in two. One is the cost to build which is driven by combat power and years the line has operated. The other is the material cost which is still driven by mass. This will create a situation where building scads of smaller ships is no longer the most efficient manner to do things, since each ship also has a fixed cost for warp drive components. Where before building 10 of the 350kt destroyers almost always yielded more combat power than building one heavy battlecruiser that cost equation will be flipped a bit and bigger ships will be more efficient at turning cost into combat power, while little ships are more efficient at turning mass into combat power.
R&D- Speed is now a function of xC rather than warp, so a bit more work for the players. But this will get people paying a fixed cost for fixed rate of speed increase, rather than a fixed cost for a speed chart that increases exponentially. I will incorporate FC into ship classification somehow so you have to use it.
Refit Rules- These rules will be changed to have a cost for refitting ships. They will work as follows.
Cost to Refit = (Desired Combat Rating-Current Rating)*(Combat Rating Increase/Original Combat rating)
This will have the effect of making things exponentially more expensive when you more than double the rating of an existing ship, which I think is realistic. In truth there is only so much capacity for improvement in a given design. This should reduce drastically the rate at which a power can recapitalize its fleet.
Cloaks- Gone/no longer effective. This is a pure game management decision. It is simply too hard to work with cloaked ships.
Border fleets- You will have the 11 fleets you can use but you can now designate a fleet as a border fleet. This will spread those ships evenly across that border. Note this is not an effective defense against a major attack but is an effective trip wire, plus is necessary to secure your borders from basic nonsense like pirates and other such things. Unless the player provides a more detailed plan the ships will just spread equally across the border and probably wont' be able to stop any determined thrust. To figure the time it would take to re-constitute those ships into one fleet just figure the travel time to the concentration point you select (mid-point or somewhere in front or behind) for both ends of the line. Whatever number is the greatest is how long it takes to assemble that border guard into a concentrated fleet ready for action. This should solve a lot of basic problems that came from people not really securing their borders.
Common Market- I am trying, no promises, to create a common market where one can buy or sell things like Anti-Matter and Ore. This should expand economic options.
Economic growth revamping- I am going to redo that model if I can into something different than the invest here to get X return model.
Empire goals- There will be some level of a goal system to measure how satisfied your people are with you. The basic working model in my head goes like this.
Critical Goals- Things that are likely related to holding onto at least the status of your empire as it exist at the outset. Failure here means election losses or coups are likely to rectify the situation.
Regular Goals- Things like controlling 50% of the systems in a disputed area of space, basically things that if you achieve your popularity goes up and that if you fail at it drops.
Grand Goals- Things like the Klingons having a grand goal of occupying Romulus, or the Romulans Eart or the Federation to see a majority of the galaxy under democratic government. Goals that if you reach them you are basically above questioning as a leader and once hit you can do what you want for a good while.
This is really a way for your people/power structure to communicate with you. You can look to influence these goals by making speeches and accomplishing other things that might diminish or change the path of things for your empire. The goal is really to give things a bit more structure. The Ferengi will know they have to trade. There will be inherent tension between certain powers because they have competing goals in a region that are not resolvable diplomatically (ie we can't just split the baby every time and have the folks back home be happy). Some/many of these can be player driven but some will be race driven. The GM and player can discuss them at the outset and as they change but everyone will have some goals in every category.
Trade- This will go to more of the SW sim model. Trade is just a function of the size and openness of your economy. You either get it or you don't based on your overall access to markets.
Ship Maint.- This is now a function of the combat power of the ship rather than the mass. A blended system was getting complicated and this gets us close enough to people paying for capability.
Ship Scrapping- Ships now have a scrap value, not much but its there.
Ship building- These expenses are now cut in two. One is the cost to build which is driven by combat power and years the line has operated. The other is the material cost which is still driven by mass. This will create a situation where building scads of smaller ships is no longer the most efficient manner to do things, since each ship also has a fixed cost for warp drive components. Where before building 10 of the 350kt destroyers almost always yielded more combat power than building one heavy battlecruiser that cost equation will be flipped a bit and bigger ships will be more efficient at turning cost into combat power, while little ships are more efficient at turning mass into combat power.
R&D- Speed is now a function of xC rather than warp, so a bit more work for the players. But this will get people paying a fixed cost for fixed rate of speed increase, rather than a fixed cost for a speed chart that increases exponentially. I will incorporate FC into ship classification somehow so you have to use it.
Refit Rules- These rules will be changed to have a cost for refitting ships. They will work as follows.
Cost to Refit = (Desired Combat Rating-Current Rating)*(Combat Rating Increase/Original Combat rating)
This will have the effect of making things exponentially more expensive when you more than double the rating of an existing ship, which I think is realistic. In truth there is only so much capacity for improvement in a given design. This should reduce drastically the rate at which a power can recapitalize its fleet.
Cloaks- Gone/no longer effective. This is a pure game management decision. It is simply too hard to work with cloaked ships.
Border fleets- You will have the 11 fleets you can use but you can now designate a fleet as a border fleet. This will spread those ships evenly across that border. Note this is not an effective defense against a major attack but is an effective trip wire, plus is necessary to secure your borders from basic nonsense like pirates and other such things. Unless the player provides a more detailed plan the ships will just spread equally across the border and probably wont' be able to stop any determined thrust. To figure the time it would take to re-constitute those ships into one fleet just figure the travel time to the concentration point you select (mid-point or somewhere in front or behind) for both ends of the line. Whatever number is the greatest is how long it takes to assemble that border guard into a concentrated fleet ready for action. This should solve a lot of basic problems that came from people not really securing their borders.
Common Market- I am trying, no promises, to create a common market where one can buy or sell things like Anti-Matter and Ore. This should expand economic options.
Economic growth revamping- I am going to redo that model if I can into something different than the invest here to get X return model.
Empire goals- There will be some level of a goal system to measure how satisfied your people are with you. The basic working model in my head goes like this.
Critical Goals- Things that are likely related to holding onto at least the status of your empire as it exist at the outset. Failure here means election losses or coups are likely to rectify the situation.
Regular Goals- Things like controlling 50% of the systems in a disputed area of space, basically things that if you achieve your popularity goes up and that if you fail at it drops.
Grand Goals- Things like the Klingons having a grand goal of occupying Romulus, or the Romulans Eart or the Federation to see a majority of the galaxy under democratic government. Goals that if you reach them you are basically above questioning as a leader and once hit you can do what you want for a good while.
This is really a way for your people/power structure to communicate with you. You can look to influence these goals by making speeches and accomplishing other things that might diminish or change the path of things for your empire. The goal is really to give things a bit more structure. The Ferengi will know they have to trade. There will be inherent tension between certain powers because they have competing goals in a region that are not resolvable diplomatically (ie we can't just split the baby every time and have the folks back home be happy). Some/many of these can be player driven but some will be race driven. The GM and player can discuss them at the outset and as they change but everyone will have some goals in every category.