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Originally posted by asriel:
Well, Mac? Can I be an alien?
No. This is based on original EV only, and the Aliens have been killed already. Besides, they aren't even remotely balanced.
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Originally posted by BariSaxGuy5:
(some brain-hurting economic system)
If you want your trade to work that way, go ahead and arrange it with whoever you're trading with. What few rules I have aren't designed to regulate this sort of thing, except for #1 - Use Common Sense. That covers trading nicely. You work it out however the heck you want. See KK's response to your post.
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Originally posted by Captain Skyblade:
We need to limit the use of independent governments... this is going to become a major conflict between single systems more than a war between the Rebellion and Confederation.
If that's what people want, then so be it. It's a story of EV, not a Rebel/Confed War, at least that's what I had in mind this time around. I expected A bit more interest in Rebels/Confeds than have shown up, but it doesn't really matter. The Rebels/Confeds will still have 8-10 fleets each, while most independents should have just one.
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Originally posted by Jimbob:
Ok, I might join this, depending on the numbers. How many people are participating. And also, where is the website? or is there one this time around? I've seen the mao, and I love the point system, but I need some more info.
There is no website. The map is basically the only resource I find necessary, everything else can be easily figured out here (I may post a couple simple lists here soon, so people don't have to research the topic). Any other info you need should be in the game's stats and description texts.
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Originally posted by Captain Skyblade:
official prices for ships / upgrades.
The points covers that, without need for a lot of math, or difficult balance decisions on my part. I prefer to keep it that way.
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Originally posted by Shade:
It's too late to reduce the number of indy players! I'm one of them! Just because you don't see it in EV doesn't mean inter-independent rivalry is going on. New political powers can always come to power. I say, let the independents remain. The Confeds/Rebels will always be most powerful.
My feelings exactly. I created the rules with an eye toward making sure the major governments would be substantially more powerful even if they only have one or two players. That's why I shifted the starting resources over to the government, rather than player, level, and allowed players to control more than one fleet if circumstances dictate.
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Originally posted by many people:
(much bitching about moderating the EVO way)
This isn't the EVO Board, and that's not quite in keeping with how I wanted to do this. I want this to be player driven, not ruled over by a moderator constantly, no matter how impartial. I see the moderator as someone who should be stepping in only when absolutely required, not like an RPG gamemaster who's running the whole damn show. If, by imposing a few rules/guidelines where necessary, I can prevent the mod from having to do much, I'm all for it.
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Originally posted by Shade:
Let's use the points system for a rough guideline
This idea I like. Could we all agree on that? Buy ships only at planets with Industrial points (I can call them "Ship Parts" if it helps anyone understand), in approximately the number it has available, without using more than the cash points you have? For fighters, or all ships really, we can have the points be approximate - Since Lightnings are generally considered not as good as Rapiers, you could get those at three for two or whatever seems reasonable to you. I like the idea or leaving the points as a guideline, and allowing sense to rule for the most part.
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Originally posted by SilverDragon:
*** 1 point for a fighter, 2 points for a medium ship and 3 points for a large ship be reconsidered. It is just asking to be screwed over - Rapiers make Lightnings, Hawks, Mantas and Patrol Ships useless, for example.
- Several of the independant systems are boosted just a little. Some of them are so undesirable that despite importance the balance of conflict (Levo, Propus), they will not be chosen.
- You set some rules on cost for the production of ships with modified armanent / outfitting. I want to be building Lightnings and Corvettes upgraded in a certain way, but I'm not evil enough to try and sneak it in with exactly the same cost.**
1. Making this a general guideline, with sensable modifications possible especially in the realm of fighters should make that work alright, don't you think?
2. The independent systems are not meant to be equal. In the Cold War, if we treat the US as equivalent to the Confederation and Russia as Rebellion (or vice versa, doesn't matter), then are all the little independents - Britain, France Germany, Australia, South Africa, etc. - equal economically, equally desirable? No. Nor should all the Independents in EV. I compiled this data based on statistics and planet descriptions from EV Data. In general, I think it more or less correct, though if you see any specific problems in what I worked up I'd be happy to change it. However, anything from the game is valid material for this, so they may be other factors that can be used. You'll notice I took Diphidia, despite a near absence of industry. It has a few special factors that I intend to make use of. If you look, you might be able to find that anywhere - to be honest, I don't know, I just know Diphidia fit what I wanted to do in this.
3. I really don't want to see ships that are being used regularly in fleets upgraded, i.e. picking a certain class to be upgraded across the board. Modifications like that have killed a great many stories on this board, and I'd prefer not to add to that list. Now, I have absolutely no problem with an upgraded player flagships, and a couple of special ships here and there upgraded for special purposes. I intend to have a heavily modified Scoutship for special use missions as part of my fleet.
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Originally posted by SilverDragon:
As long as new fighter bays are allowed?
Yes, for fighters existing in the game. That in particular I have no problem with, since everyone already knows how fighters work.
will non-Confed, non-Rebel ships be considered Independant and thus allowed to go places? If my pirate ships have their IFF beacons set to "Pirate" all the time, I'm going to be stuck in a corner, and won't be able to move anywhere before I go into a fullblown invasion.
Whatever seeems reasonable. Of course, switching IFF beacons generally is a fairly common practice amongst smugglers/pirates in most sci fi I'm familiar with. this seems to fit under common sense/realistic.
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Originally posted by BariSaxGuy5:
I changed my mind, put me on for Deneb
Sounds good.
OK, if we change the points into a rough guideline, rather than a hard and fast rule, like Shade suggested, with partial points for fighters especially possible at player discretion(sp?), can we all agree on this? I don't want to go to the moderator-rules-everything fomat for reasons previously stated, so can we all go for making basically guidelines rather than rules as a compromise? I would probably stick with income from planets every two pages, but there's never been much of a problem with that sort of thing. I would imagine there would be less when players are allowed to fudge exactly what that's good for.
I suppose, since there have been so many qustions and suggestions here, that we had better postpone the start until tomorrow, and hope we can get this whole mess worked out before then. That may be optimistic, but I want to start absolutely ASAP.
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