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CYOF RPG Official OOC Thread
Read, add and comment on excellent written stories by fans, set within the Freelancer universe
It might also be a good idea now that we ahve posted so many turns to give any new players a grace period, to build forces and learn the game, during which they can't attack or be attacked. I would say about 2 or 3 turns would be sufficient (thats about how long it took me to get the hang of posting and using the calculator).
Ahem... a quick quasiscience lesson on my interpretation of FL's Jump Gates:
Jump Gates essentially act like superluminal cannons - they "fire" the travelling ship across space to another Jump Gate which decelerates them (deceleration in FTL is just as hard as acceleration in normal space). Obviously, you don't want to MISS the target Jump Gate.
(Note: Trade Lanes get around the problem of decelerating from FTL travel by, very cleverly, not actually being FTL; they're just speed boosters)
Missing a Jump can have catastrophic effects for a ship and its crew, so Jump Gates generally connected nearby systems with more or less consistent relative positions. You COULD build a New Berlin/New Tokyo Jump Gate, but you probably wouldn't want to use it unless you felt okay with winding up somewhere in Andromeda or the Galactic Core instead of the system you were actually GOING to.
Jump Holes are entirely different. They're simply wormholes - singularities created by a large concentration of matter (which is why they only form in asteroid fields, gas clouds, etc.) that bend time and space so that a ship can cross through them onto the other side.
Jump Gates essentially act like superluminal cannons - they "fire" the travelling ship across space to another Jump Gate which decelerates them (deceleration in FTL is just as hard as acceleration in normal space). Obviously, you don't want to MISS the target Jump Gate.
(Note: Trade Lanes get around the problem of decelerating from FTL travel by, very cleverly, not actually being FTL; they're just speed boosters)
Missing a Jump can have catastrophic effects for a ship and its crew, so Jump Gates generally connected nearby systems with more or less consistent relative positions. You COULD build a New Berlin/New Tokyo Jump Gate, but you probably wouldn't want to use it unless you felt okay with winding up somewhere in Andromeda or the Galactic Core instead of the system you were actually GOING to.
Jump Holes are entirely different. They're simply wormholes - singularities created by a large concentration of matter (which is why they only form in asteroid fields, gas clouds, etc.) that bend time and space so that a ship can cross through them onto the other side.
To gunblader (and anyone else who is not clear on shipyards):
Here is how shipyards work on a turn by turn basis.
Turn 1. Purchase the shipyard -- you post that you wish to build a shipyard (cap or fighter) and subtract the appropriate credits and resources from your total (or just use the calculator). If the shipyard already exists in game (to determine this go to the base list on the reactor homepage, go to base list, and scan the list for any shipyards that have the name of your faction after them) you can use it immeadiately and can skip directly to the last step. In your case I believe you start out with one capital shipyard (Yokahoma).
Turn 2. Place shipyard -- This is when the shipyard is actually built. Post that you wish to place a shipyard and which system you wish to place it in. You can only place shipyards in systems that you own (so you can't just stick a shipyard in the middle of Colorado since you don't have any bases there).
Turn 3+. Build ships -- once you have completed the shipyard you can use it to build fighters. To do this, post the number and type of ships you want to build (see the official rules for what a shipyard can build in one turn) and subtract the apprpriate amount of resources and credits from your total. You will recieve your
ships on your next turn and can then place them in one of your systems.
If you have any further questions post them here. (if any of this is not correct please let me know).
Here is how shipyards work on a turn by turn basis.
Turn 1. Purchase the shipyard -- you post that you wish to build a shipyard (cap or fighter) and subtract the appropriate credits and resources from your total (or just use the calculator). If the shipyard already exists in game (to determine this go to the base list on the reactor homepage, go to base list, and scan the list for any shipyards that have the name of your faction after them) you can use it immeadiately and can skip directly to the last step. In your case I believe you start out with one capital shipyard (Yokahoma).
Turn 2. Place shipyard -- This is when the shipyard is actually built. Post that you wish to place a shipyard and which system you wish to place it in. You can only place shipyards in systems that you own (so you can't just stick a shipyard in the middle of Colorado since you don't have any bases there).
Turn 3+. Build ships -- once you have completed the shipyard you can use it to build fighters. To do this, post the number and type of ships you want to build (see the official rules for what a shipyard can build in one turn) and subtract the apprpriate amount of resources and credits from your total. You will recieve your
ships on your next turn and can then place them in one of your systems.
If you have any further questions post them here. (if any of this is not correct please let me know).
Here is my proposal. I would like to design an applet or program that allows people to automate some of the features of this RPG. For example something that allows you to enter the type of tech you want to research and automatically returns your results. I probably won't finish in time for it to be usefull for this RPG but possibly for future ones.
On to the point, since you, DSQrn, and outcast 1-1 came up for the idea for this whole thing I wanted to ask you permission before I designed anything. If you say yes I will update you with more details as I figure them out.
On to the point, since you, DSQrn, and outcast 1-1 came up for the idea for this whole thing I wanted to ask you permission before I designed anything. If you say yes I will update you with more details as I figure them out.
Well, DSQrn and Outcast have officaially left, so I am next in line.
Sure, go for it.
I have already designed a program for my TI-83 that spits out random #s between 1 and 10, but a larger and better one would be much appreciated.
My programming skills are low, so if you were able to do it, it would be very good indeed.
Sure, go for it.
I have already designed a program for my TI-83 that spits out random #s between 1 and 10, but a larger and better one would be much appreciated.
My programming skills are low, so if you were able to do it, it would be very good indeed.
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