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The Control Your Own Faction RPG- Part II: Rebirth, Unoffici

Read, add and comment on excellent written stories by fans, set within the Freelancer universe

Post Sun Oct 31, 2004 2:37 am

Easiest to copy Codes post:

First come the Systems, Bases and my military…

Dresden: Vogtland Base - Large Base - 10 LF
Omega-11: Freital Base - Small Base - 5 LF
Omega-5: Ronnenburg Base - Large Base - 10 LF

Total: 25 LF

9 In Dresden
8 In O-5
8 in O-11


Money:
Starting Cash: 250 Credits
Cash from Small Stations: 1X5 = 5 Credits (per turn)
Cash from Large Stations: 2X10 = 20 Credits (per turn)
Cash from being a Large Faction: 40 credits (per turn)
Total Cash: 315 Credits

Commodities: (all per turn)
Metals: 17
Water: 2
Oxygen: 3

Buying Stuff

Ill assume Vogtland is a fighter shipyard, since you can buy the Sabre there.

Unfortunately i need H-Fuel to buy stuff

Ive noticed not everyone is working out there commdoties correctly. I think we shoudl scrap the commdoities.


Piracy: Ill raid H-Fuel in Dresden, H-Fuel in Omega-11 and Food in Omega-5

Post Sun Oct 31, 2004 2:46 am

PLEASE READ IMPORTANT


Insantnces of cheating (they probably dont realise)

DSQrn: Built 3 Battleships and other stuff without even mentioning commdoties
CODE: Only had 10 food and needed 45 for his 2 Shipyards
DSQrn: Same again
Wilde: Same as DSQrn


It seems the commdoties arent working. H-Fuel is almost impossible to get, for e.g, and for factions like the Hessians its almost impossible to get any. Can we either scrap the commodites or make more of them?

Most of you ahvent noticed, but read this more carefully:

Fighter Shipyard- 100 credits/35 Metals/7 HF/25 F/15 O/5 H2O (able to build 10 fighter wings here per turn)

That means: 100 credits, 35 Metals, 7 H-Fuel, 25 food, 15 Oxygen and 20 of something else (no idea)

CODEs total commodities:

Food: 2+1+1+6 = 10
H-Fuel: 3+2 = 5
Metals: 3+4+2+1+10 = 20
Oxygen: 2+2+5 = 9
Water: 2+2+4 = 8

as you notice he only had 10 food, yet managed to build 2 shipyards needing 45 food.


CAN WE PLEASE START AGAIN WITHOUT THE COMMODITIES.

Post Sun Oct 31, 2004 5:33 am

(The commodity system does seem to be a little unbalanced there, yeah. Taking it out would probably be a bad idea, but at least make it so that a faction can expand a bit)

In other news, I've decided to roll a die and randomly pick a faction.

*Die lands on GC.*

Um... better roll again.

*Die lands on IMG.*

That's better.

And I'm too lazy to actually post something at the moment, so for now pretend it's just business as usual. You know, until I think of something clever to do.

Post Sun Oct 31, 2004 6:46 am

i sujest we get rid of resources other then credits. to confusing and then you have to add in trade and it gets pissy. besides this is the future right, now here is were i go into a science level. if you break my body down to atoms, you can build anything from the atoms, you can make a cookie and it WILL be a cookie. this is what they do in star trek, they machines that break down atoms and rebuild them for food. so if we want to dump resources, i think you can see were im going. every system with a asteriod field or a nebula or a non-inhabitied planet could possibly haverst the atoms to make the resources to make the ships, therefor if we were to use this method we would not have to dealwith limited resources. but the call is yours jacob

Post Sun Oct 31, 2004 7:58 am

Change of plans: I've decided to be the Lane Hackers (instead of the GMG)....ok?

Post Sun Oct 31, 2004 8:04 am

i think that works

Post Sun Oct 31, 2004 8:07 am

Outcast, jacob said no comodities are needed this turn. Check the 1st post

Post Sun Oct 31, 2004 8:17 am

I agree with Outcast: the commodities are way too hard to remember. It's a good idea, but let's just scrap them.

just asking, who owns Kusari? Is there a post about it in the reserve a faction thread?

My turn for the day:
1. Move ships: I move 20 L fighters, 1 gunboat and the cruiser to Dresden.
2. So let's see...last turn I had 300 credits minus the 75 for gunboats and the 100 for the cruiser and the dreadnought= 125 credits, plus 250= 375. My capital attack and defence is a hell of a lot better than my fighter a and d, so I'll buy 2 gunboats (50) and 1 battleship (100)= 375-150= 225 credits left. and I'll throw in 2 wings of H fighters for 20 credits= 205 credits left.
3. Rhienland offers hand of friendship to Corsairs: Our officials wish for the hatred and bloodshed to end in our ongoing battle, so we offer you a peace treaty. The terms are that both parties do not attack each other, even if an ally of either side attacks the opposing party. You have access to all of our systems and some technology, and we have access to all of your systems and whichever technologies you choose to share.
4. No movements or battles.
5. Rhienland collects its 250 credits.

There we go. This thing is getting fun again.

Post Sun Oct 31, 2004 8:22 am

Commodity systems are something we really should have worked out before this started. They do tend to help make the game more realistic, giving non-House groups like the GMG, Synth, and others the power you'd expect them to have, but, as we have seen, it leads to overcomplicated math.

A simpler solution, I think, would be to assume that as long as you aren't actually an enemy of a faction normally responsible for supplying you with certain commodities, than those commodities are readily available and don't have to be worried about.

If for some reason you DON'T have access to a certain commodity (for example, if, say, the Zoners were to become hostile to Synth Foods, the Farmers' Alliance, the LWB, and Samura Industries) than you would only be able to build things at a reduced rate of speed, since more manpower and materials are being spent on those commodities.

Although the Freelancer universe does seem to have some sort of nanotech (the fact that one of the most basic items is called "nanobots" is good proof of this), it doesn't seem to be particularily GOOD nanotech, since commodity trading is clearly a vital part of the economy, something that wouldn't happen if you could be turning rocks into synth paste.

And... uh... yeah... hold on while I go do an assessment of what I actually OWN.

Post Sun Oct 31, 2004 8:34 am

And now for the obligatory actual role-playing:

Income for this turn:
250 First Turn Bonus
15 Small Base Income
30 Large Base Income
40 Large Faction Income
335 Credits

Bases:

Freeport 4 (Headquarters), Magellan System - Large
Cardiff Mining Facility, Cambridge System - Large
Falkland Base, Tau-37 System - Large
Freistadt Outpost, Omega-7 System - Small
Holman Outpost, Tau-31 System - Small
Java Station, Tau-23 System - Small

Ships:
45 CTE-1500 "Hawk" Civilian Light Fighters
10 CTE-3000 "Falcon" Civilian Heavy Fighters
1 Immobile Bretonia Battleship

Edit: Now to actually do some stuff.

Miners' News Service (MNS)

To better protect our members, production of a five new wings of Falcons has begun aboard the Hood (I assume that I'd say where they're going to start here, but not actually but them anywhere until next turn)

To assist the Hood with mining duties in the Dublin system, we are constructing a new small station named the Trellis Mining Station, near the Independant Asteroid Field.

Freeport 4, Cardiff, and Falkland are all producing two wings of Hawks each.


End-of-Turn Net:
205 Credits

Edited by - Arilias on 10/31/2004 10:27:49 AM

Post Sun Oct 31, 2004 8:43 am

actually, Arilias, that's a really good idea. you don't have to figure out your resources every day, but its still fairly realistic in that you need them to produce your materials and ships.

Rhienland researches revolutionary bombers. I don't know how much this costs...

Post Sun Oct 31, 2004 8:45 am

Ok, now that theres no resources, im changing todays post. i think im justified in that.

Dresden: Vogtland Base - Large Base - 10 LF
Omega-11: Freital Base - Small Base - 5 LF
Omega-5: Ronnenburg Base - Large Base - 10 LF

Total: 25 LF

9 In Dresden
8 In O-5
8 in O-11


Money:
Starting Cash: 250 Credits
Cash from Small Stations: 1X5 = 5 Credits (per turn)
Cash from Large Stations: 2X10 = 20 Credits (per turn)
Cash from being a Large Faction: 40 credits (per turn)
Total Cash per turn 65

Total Cash: 315 Credits

Purchases:

(you said this

**- VHFs are only available to the Outcasts, Corsairs, and Zoners at the start of the game. Other factions may attempt to research them if they want.


however, this isnt true as Hessians also have the Sabre. You can buy it at Vogtland, and they occasionally fly them.

(im assuming Vogtland is a fighter shipyard, as it sells the Sabre)

3 Bomber Wings: 45
5 Sabre VHF wings: 100
Fighter Shipyard in O-11: 100



Total: 245

315-245=70

NEW TECHNOLOGY - 30 credits

Boarding Ship: Allows any Cargo Vessel (ie Freighter, Transport, train etc) to be converted into a boarding ship capable fo capturing enemy stations.

70-30=40

Credits Left: 40



ALL READ:

Im gonna design an Excel spreadsheet which works out your money for you. Ill ahve it ready for downlaod when ive finished.



Edited by - Outcast 1-1 on 10/31/2004 9:22:34 AM

Post Sun Oct 31, 2004 9:31 am

ok, done it.

CYOF Calculator

for those of you with dial-up, i recommend saving it to your own computer.

to do this, drag a box around all the data on the Excel sheet. Copy, then paste into your own Excel. then save on your own computer. I'd make it downloadable but i dont know how.

jacob, could you put this link at the top please?



Edited by - Outcast 1-1 on 10/31/2004 9:30:57 AM

Edited by - Outcast 1-1 on 10/31/2004 9:31:20 AM

Post Sun Oct 31, 2004 10:34 am

To Wilde: I have Kusari

Before I post anything, Do houses start out with any ships and if so how many?

Post Sun Oct 31, 2004 10:38 am

Due to recent unrest by the unioners, Kusari will be providing fighter escort to any Republican convoys passing through Kusari space provided advance notice is given.

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