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CYOF RPG Official OOC Thread

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

Post Tue Nov 09, 2004 10:56 am

I say only build jumpgates between systems that are near to each other. eg Stuttgart-Dresden, Sigma 17-Frankfurt, etc.

Post Tue Nov 09, 2004 11:30 am

Or perhaps jumpgates to systems a distance away, but not too far, e.g. Tau 31- Magellan. Another way to do it is to increase the cost with distance, so a jumpgate from Texas to Colorado would cost 300 whereas one from Texas to Dresden would be 450

Post Tue Nov 09, 2004 11:36 am

I think only allow jumpgates that can cross 2 connected systems.

eg: dublin-cambrdge

cortez-London

texas-hamburg

Post Tue Nov 09, 2004 1:46 pm

To Arilias:

Actually I agree. The point of my post was as much to show how much mines would complicate things as anything else. If there is ever a third RPG in this seires however, adding mines and the ships built around them might add a new twist.

Post Tue Nov 09, 2004 4:39 pm

What about building jumpgates to new systems?

That's a circumstance that is not covered by the rules really.

Captain of the Kep Salu

Trekkie and proud of it!

Post Wed Nov 10, 2004 5:46 am

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).

Post Wed Nov 10, 2004 7:25 am

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.

Post Thu Nov 11, 2004 7:24 am

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).

Post Thu Nov 11, 2004 2:38 pm

yeah...I'm pretty sure you can use the shipyards on turn 2...

Post Sun Nov 14, 2004 6:02 pm

If stations are blown up, and if a faction doesn't have the freighters to store all their supplies in, do they lose those supplies, I ask because of gunblader blowing all those Kusari stations up.

Post Mon Nov 15, 2004 2:13 pm

They don't lose any supplies, but they do lose the chance to mine them from those systems. Works the same way as losing a base to an enemy, except no one can use the base.

Post Tue Nov 16, 2004 10:51 am

How to Self-Destruct a Base:

If you control a Small Station, Large Station, or Shipyard, and for whatever reason want to get rid of it, you may cause it to self-destruct. You lose all ships on the station when you do so. Planets cannot self-destruct, for obvious reasons.

Post Tue Nov 16, 2004 2:42 pm

Ok, I will edit that into the rules.
Welcome back Arilias!
If you noticed my absence as well, it was for the same reason as yours.

Post Tue Nov 16, 2004 4:05 pm

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.

Post Tue Nov 16, 2004 4:22 pm

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.

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