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Originally posted by General Rak:
What are the rules governing the elimination of a government? Is a government eliminated when all players quit? When all of its planets fall? When its capital is captured? When its entire navy is destroyed?
When the government surrenders. You get to work it out for yourselves. Having a hard rule on that has caused problems in the past (coughBFS IIIcough), and it seems more reasonable to allow negotiation on that as in real life. I suppose we could agree that all players quitting is probably tantamount to surrender, though.
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Originally posted by BariSaxGuy5:
wait, are you saying that I get only 1 dot for my starting fleet???????
Um, no, ten points, actually. But then, I only get ten, too. Don't worry, we'll get through it. Trust me. Also, with that few points, you could probably quite easily apply the fudge rule and get a free flagship, or something similar, to compensate for low points.
asriel: Actually, by taking a pirate system, I would probably make you pirate king, which gives you all 4 Pirate systems. Which is good, since SD got a bit confused on your starting units (it's lower, not both, times ten, remember?) However, with all Pirate systems, you actually get ninety units for fleets. Please divide it into a couple of fleets, the one you had for 80 is really a bit big for a single fleet.
Now, SD:
my official count on current points for Rebels and Confeds is 34/52, 30/51, respectively. I did find it odd myself that the Rebels had higher, and in fact have already been through once to deliberately look for excuses to max out Confed points and minimize Rebel points. I do have a couple other ideas that surfaced recently, which I'll be implementing shortly before starting later today. Don't really expect anything over equality at best, however. If you think it's bad now, you should have seen my original figures, which were like 39/54, 26/50 or similar. The main thing that's hurting is that the Rebels control something like twice as many systems - you do only have 15.
As for defence fleets: It will be tough to work out moving those around. Your defence fleets are, basically, the fleets that rise up when the player demands tribute from the planet in the game. Those really aren't mobile. You might be able to work something out there, but I'd prefer if you didn't... could you e-mail me any ideas you have before using them? I'm using a classic concept from this board that runs through something like half a dozen stories, and doesn't allow for them to be mobile at all. I consider it a serious concession on my part to even consider letting them leave their home systems, as that becomes extremely complex to keep track of and circumvents the purpose for which they exist, which is to prevent people from picking on their world. However, I will try to be reasonable.
Also, paying for fighters on cruisers was dropped when I brought back two point ships, so Confed Cruisers are three, as are both Rebel Cruisers and Kestrels. And remember, those values you suggest for fighters aren't fixed. Everything is mutable to a certain extent, that being limited by the common sense rule.
One other thing - industrial units aren't produced every two pages, they link to the planet and regenerate when needed, basically, as long as it stays reasonable. My suggested rule of thumb on that is once per page. You'll note that there are far more economic than industrial points available, so they should come back more often, or we'll all be flooded with useless money.
I'll be starting as soon as I try to balance the map a bit again and finish my first post.
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- Macavenger | e-mail: (url="http://"mailto:e-gamerguy1@attbi.com")mailto:e-gamerguy1@attbi.com(/url)e-gamerguy1@attbi.com