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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'd be nice to have a bit more RPing and less statistics in the next ones, I think the resource system is a great idea but scrap everything else, jack up the prices of Bounty Hunters Guild, Zoners, Corsair, and Outcast vessels but beef their power up so they can fulfill their powerful positions in the sector, but still not have as many ships or have heavy capital ships like the four houses, and allow for individual character and more than one member of a squadron. Allow people to take their own amounts of damage and use tactics instead of standing their shooting at eachother, but maintain it be reasonable. Also it'd be nice if the Order (same thing as the four powers above mentioned in terms of ship pricing) was present.
no, no, NO character profiling! NONE. That is one of the strictest rules in this game. Its what drove the last one into the ground, all the character playing and profiling. If DSQrn was here, I swear he'd shoot you where you stand. This is a faction-controlling rpg, not a character rpg. NO PROFILING!
The ideas about corsair and bhg ships were good, and perhaps working in the order would work.
The good thing about the new battle system is that you know everything is going to happen. When its merely a mass of strategy, one player can devise something completely brilliant and revolutionary and still get his/her arse whupped, based on higher enemy morale or better enemy training, or traitors within the military..its just hard to keep track of. Perhaps a bridge between strategy and force can be reached, but I doubt it.
Edited by - [ACWilde on 11/16/2004 5:49:25 PM
The ideas about corsair and bhg ships were good, and perhaps working in the order would work.
The good thing about the new battle system is that you know everything is going to happen. When its merely a mass of strategy, one player can devise something completely brilliant and revolutionary and still get his/her arse whupped, based on higher enemy morale or better enemy training, or traitors within the military..its just hard to keep track of. Perhaps a bridge between strategy and force can be reached, but I doubt it.
Edited by - [ACWilde on 11/16/2004 5:49:25 PM
Alright, here's a way to simplify battles somewhat.
If you just intend to have your fleet sit there and shoot anything in the wrong uniform (metaphorically speaking, of course) then just give the attack order.
IF, however, you have some cunning battle strategy, you can e-mail it to jacob, at which point it becomes jacob's problem to work the strategy into the battle.
Since tactics, obviously, are every bit as important as how many ships you have, and a HELL of a lot more fun to write than just "I have my fleet attack here", I think this system would work out nicely.
And if I have to explain why you should e-mail them to jacob, then you'd better turn right around and retake Military Intelligence 101.
If you just intend to have your fleet sit there and shoot anything in the wrong uniform (metaphorically speaking, of course) then just give the attack order.
IF, however, you have some cunning battle strategy, you can e-mail it to jacob, at which point it becomes jacob's problem to work the strategy into the battle.
Since tactics, obviously, are every bit as important as how many ships you have, and a HELL of a lot more fun to write than just "I have my fleet attack here", I think this system would work out nicely.
And if I have to explain why you should e-mail them to jacob, then you'd better turn right around and retake Military Intelligence 101.
I don't know, the story in this one is getting pretty interesting...
@ jacob: I have a battle proposal. We should keep the system we have now, but also add in a feature where the battling faction leaders can send in their ideas for strategy and you can work it in to the final result. That way, battles aren't fully dependent on who has more troops.
@ jacob: I have a battle proposal. We should keep the system we have now, but also add in a feature where the battling faction leaders can send in their ideas for strategy and you can work it in to the final result. That way, battles aren't fully dependent on who has more troops.
Does anyone have an Excel list or something to keep track of your fleet and what bases you have and where? If so please post it or email it to me please.
Also I've noticed in the Calc that Fighter Shipyards earn 10 credits per turn each and Capital does not. I would think that Capital shipyards if any shipyards should earn credits would be them. Someone enlighten me on this.
One other thing. About fighters and fighter wings. When we start out the game do we start with a set amount of fighters like 5 per small station for example. or is it 5 fighter wings? Because as I have it right now I assume its individual fighters and then when we purchase more it is by the 4's so if I was to build say 10 LF Wings in a fighter shipyard I would get 40 Light Fighters. Is this correct. because I am going to start building fighters soon and want to know how its supposed to work.
-John Sisko
Also I've noticed in the Calc that Fighter Shipyards earn 10 credits per turn each and Capital does not. I would think that Capital shipyards if any shipyards should earn credits would be them. Someone enlighten me on this.
One other thing. About fighters and fighter wings. When we start out the game do we start with a set amount of fighters like 5 per small station for example. or is it 5 fighter wings? Because as I have it right now I assume its individual fighters and then when we purchase more it is by the 4's so if I was to build say 10 LF Wings in a fighter shipyard I would get 40 Light Fighters. Is this correct. because I am going to start building fighters soon and want to know how its supposed to work.
-John Sisko
fighter WINGS. As some of you may have noticed, a wing is altogether four fighters. 5 and 10 are not divisible by four. *Wilde thwacks everybody* *thwack thwack thwack* idgits..
good point about Sigma 13. Everyone's troops are going to be devastated. Anyways, jacob I need an answer on the strategy suggestion, because I have a brilliant strategy in mind that would completely alter the course of the battle.
currently I have 100 LF wings at the battle (400 LF).
Edited by - [ACWilde on 11/17/2004 4:07:24 PM
good point about Sigma 13. Everyone's troops are going to be devastated. Anyways, jacob I need an answer on the strategy suggestion, because I have a brilliant strategy in mind that would completely alter the course of the battle.
currently I have 100 LF wings at the battle (400 LF).
Edited by - [ACWilde on 11/17/2004 4:07:24 PM
I think the strategy should stay out of this one, simply because the only way it would work would be to do the same thing we did last time. Besides, I don't want to have to rework the whole frickin' thing again! I don't have the SLIGHTEST idea of how to incorperate the strategy into it. The new system makes a lot more strategy anyways, in what ships you build, where you place them, etc.
But, if you have any idea on how to put the strategy in, without completely ****ing up the system I have now, then feel free to email me at [email protected], [email protected], or [email protected].
But, if you have any idea on how to put the strategy in, without completely ****ing up the system I have now, then feel free to email me at [email protected], [email protected], or [email protected].
cool, a gmail account...
My suggestion was that you, as judge, would use the regular battle system but add in an arbitrary flavour to move the course of the battle as you judge the strategies will alter it. For example, if my strategy is to dispatch 4 LF wings on suicide missions launching torpedoes at the enemy's battleships, you could work that in to the system by deciding that I will automatically lose 4 LF wings but the enemy will lose 4 out of 5 battleships.
maybe that's too complex. meh.
My suggestion was that you, as judge, would use the regular battle system but add in an arbitrary flavour to move the course of the battle as you judge the strategies will alter it. For example, if my strategy is to dispatch 4 LF wings on suicide missions launching torpedoes at the enemy's battleships, you could work that in to the system by deciding that I will automatically lose 4 LF wings but the enemy will lose 4 out of 5 battleships.
maybe that's too complex. meh.
Okay, time to propose an answer to the current debate on the travel system.
Here's how I think we should handle Jump Gates and Jump Holes:
1. Jump Gates: Any ship can pass through a Jump Gate.
2. Jump Holes: Capital Ships larger than Gunships cannot use Jump Holes. (Not because Jump Holes are smaller, but because they only form in areas with a high concentration of matter, like asteroid fields, where capital ships have a hard time flying).
3. You CANNOT lock, destroy, or somehow magically de-phase align a Jump Gate or Hole. You CAN, however, blockade them with a fleet. A fleet blockading a Jump Gate will prevent all travel through the gate in one direction.
4. Houses cannot use Jump Holes.
5. A ship can make three Jumps in one turn.
6. If there are Trade Lanes in all the systems a ship is passing through, it can make one additional Jump per turn.
7. Any new system has two Jump Holes (leading to the appropriate systems) and no Trade Lanes or Jump Gates.
8. The following factions can "build" a Jump Gate (only between two adjacent systems that the faction can get ships to) or Trade Lanes:
-Ageira Technologies
-Deep Space Engineering
-Kishiro Technologies
-Samura Industries
-Daumann Construction
-Republican Shipping
-Bretonia Mining and Metals
-Planetform, Inc.
Feel free to incorporate as much or as little of these rules into the actual game as you like.
Here's how I think we should handle Jump Gates and Jump Holes:
1. Jump Gates: Any ship can pass through a Jump Gate.
2. Jump Holes: Capital Ships larger than Gunships cannot use Jump Holes. (Not because Jump Holes are smaller, but because they only form in areas with a high concentration of matter, like asteroid fields, where capital ships have a hard time flying).
3. You CANNOT lock, destroy, or somehow magically de-phase align a Jump Gate or Hole. You CAN, however, blockade them with a fleet. A fleet blockading a Jump Gate will prevent all travel through the gate in one direction.
4. Houses cannot use Jump Holes.
5. A ship can make three Jumps in one turn.
6. If there are Trade Lanes in all the systems a ship is passing through, it can make one additional Jump per turn.
7. Any new system has two Jump Holes (leading to the appropriate systems) and no Trade Lanes or Jump Gates.
8. The following factions can "build" a Jump Gate (only between two adjacent systems that the faction can get ships to) or Trade Lanes:
-Ageira Technologies
-Deep Space Engineering
-Kishiro Technologies
-Samura Industries
-Daumann Construction
-Republican Shipping
-Bretonia Mining and Metals
-Planetform, Inc.
Feel free to incorporate as much or as little of these rules into the actual game as you like.
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