Sent from Mytouch4G
Mike stated before various weapin systems have ranges. Beyond that misdiles are subject to PD systems. So balanced ships or atleast fleets with missiles and cannon (energy or projectile) gives one more advantage then one with say all missiles.
> Charles
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1. Concur, unless removing that information was deliberate, please consider tagging them (s), (v) or (r) (for standard, variant or radical). Also a few of the names look to have changed, but not sure on that. I'll check when I do my orders and fix as necessary. And if you didn't change the actual values, then whoever took the time to save the rulesbook now as an "old-timer" advantage over the rest of the players that did not do that (i.e. they know exactly how much each costs).
2. Joey, it doesn't say that. It says put them in order of priority, top to bottom, and Mike will distribute R&D points among them based on that priority. If you want to get a smaller project done first, you put it at the top and bump down the more expensive project.
3. Concur, there should be some size at which a colony on a habitable world becomes self sustaining (and maybe even a hostile environment one, as I presume all worlds have to import something, not every planet will be a perfect supply of everything needed for advanced societies).4. You changed return on colony in a hostile environment to 6.66% instead of 13.32%, and it's not marked in red. So now the only point of a colony in a hostile environment is to act as a base for ships? So you realize the universe is about to be populated by a
5. Why change the cost of the Mother Ship component? You do realize I'm already paying $15 for that one space of capacity on the ship? So the total cost is $30, which makes it only a 3.33% return on a ship that has to stay every turn in a producing location or it isn't worth building.
6. Missile technology description incorrectly lists their combat power as ".1" and it should be "1" per the table of weapons.
7. You changed how ship's damage capacity is calculated - do we need to update our spaceship designs that have armor?
8. Patrol cruiser space ship design example is wrong, it should be CG1-M1-A5/20 (CG are 0.2 power times 5 is 1).
9. Is there a good reason (beyond roleplaying or for personal amusement) why someone would build ships with build chemical guns (power=0.2) or gauss guns (power=0.3) if missiles are available (power=1)?
The other weapon systems with power ratings below 1 have some other special capability that might give them some consideration for use. Is there some aspect of combat that would give those weapon systems an advantage? All this talking about equitable technology, i.e. we start with chemical weapons and missiles, and gauss guns and laser turrets used to be variants that only cost 300 R&D points. So I'm not talking about weapon systems that have a power of 1 or better that cost a bigger chunk of R&D investment.
Charles
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Regarding R&D priorities...OK, so you can still work on multiple projects but we have no idea now how the points will be allocated - just that they will be in order. Is it a fixed amount (in which case it'd be nice to know) or by GM fiat? How is this better than the old way? If people were doing 20 projects at 5% each, then just put a cap on the total number to keep your sanity.
On Sat, Sep 21, 2013 at 12:32 PM, ME Brines <s...@cox.net> wrote: