1st draft of mining region map

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Rich Schoonover

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Dec 8, 2012, 12:48:04 PM12/8/12
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Circles are star systems, and lines are jump gate routes. We can
expand this more for more players and such. I also looked at online
gaming site that we could load a map into and it would handle turns
and such. Not sure about other rules yet.
photo.JPG

James Eggleston

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Apr 24, 2013, 6:32:59 PM4/24/13
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I just typed a long response and then groups botched.  Here's my proposal, since I'm going to get a graphic designer to do a good-looking map for us:  Spots for 6 players, (meaning one open spot at present,) with 3 starting systems and 9 unoccupied systems in the near vicinity to expand to.  A beltway of jump routes around the system.  A bit of blank space around the center - essentially just a wide swath that will require a big ship to make the initial jump.  If we have 72 systems on the outside, we'd have 24-36 mining systems in the interior?  Each system has a Raw Material & a Development stat, each from 1-6.  Aside from a grid/coordinates for each system (so we can figure jump ranges/distances) and system names, what other things would the map need?

YourCure

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Apr 25, 2013, 8:57:41 PM4/25/13
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I think that what you have already is pretty cool.

I can only toss out this idea. To complicate/randomize things there could be a black hole/spacial anomaly that closes or shifts jump paths based on a die roll at the same time as initiative. Possibly a round overlay that has cut outs or alternate paths that match up to the map.

Eh, may be too complicated but it was the only idea I had.

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