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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 Thu Nov 18, 2004 9:08 am

Seems like a good system. Just a few minor comments.

1. A blockade shouldn't prevent travel into a system, but rather anyone who uses that jumpgate in either direction has to stop once they exit and either comply with the demands of whoever is blockading or engage them in a battle. Otherwise you could never launch an offensive strike on your enemy since they could simply prevent your ships from ever reaching them.

2. The movement rules should also include the current rules on reinforcements, and fleeing from battle.

3. There are too many corporations here, a number of which have nothing to do with gate construction in Freelancer. I would eliminate all except:

-Ageira Technologies (Bretonia)
-Deep Space Engineering (Liberty)
-Kishiro Technologies (Kusari)
-Daumann Construction (Rheinland)
-Zoners (technically they have nothing to do with gate technology, but since they are historically neutral they would allow non-house groups such as the Corsairs to build jump gates, as well as providing a backup for the houses if their respective gate building corp. goes rogue and allies with an enemy faction)

This would also provide a better balance of power since these corporations are more representative of the four houses and their allies.




Edited by - vorticaldwarf on 11/18/2004 9:19:54 AM

Post Thu Nov 18, 2004 9:38 am

I just e mailed the ship calcualator to you. enjoy.

Post Thu Nov 18, 2004 9:43 am

The big trouble here is, of course, that Ageira is a Liberty corporation.

The other seven groups were added to ensure that there was a relatively even distrubition of Jump Gate tech among the Houses. Liberty HAD to get Ageira and DSE (Ageira invented the Jump Gate, and DSE is contracted to build them), and I figured that Kishiro and Daumann would make sense (Kishiro is a technology corporation (although it specializes in optronics) and Daumann builds stations). I selected Samura for Kusari because, well, its the only other Kusari corporation (giving the ability to a House would unbalance the game, and giving it to a criminal group would be silly for obvious reasons). Republican was picked because of all the Rheinland corporations besides Daumann it would have the biggest interest in Jump Gates, and I picked BMM for its mining capabilities and Planetform since it is also a technology corporation.

I'm not sure about Zoners. The general feel in the game is Houses/Corporations = Jump Gates, Criminals/Neutrals = Jump Holes


And the blockade system was meant to work so that when you blockade a ship, you put the ships on the side of the gate you want to prevent people from going through. In other words, you can stop all passage from, say, Texas to Liberty through that Gate, but only if you could maintain a blockade in Texas.

Post Thu Nov 18, 2004 9:48 am

And reinforcements/fleeing are already part of the rules. I have nothing to say on that subject, besides that its jacob's decision and he IS the judge.

Post Thu Nov 18, 2004 9:59 am

Oh, and I also propose that from now on we just assume that a wing is equal to 5 fighters instead of 4. It should simplify the math, and we can establish that small bases start with 1 wing of fighters and large bases start with 2 wings.

Post Thu Nov 18, 2004 11:27 am

Umm are the jumphole rules new, because the houses have been using Jumpholes a lot.

I agree with the rule, I'm just saying no one was following it.

Post Thu Nov 18, 2004 11:56 am

I see what you mean about the blockades now.
************************************************************************************************

Perhaps it would be easier to give factions the ability to research jumpgates instead of just the corporations.

I would suggest a 100 credit research cost and a 50/50 chance of sucess.

Then if they sucessfully complete research They can place one half of a Jumpgate in a system they own for 500 credits, 30 Metals, ect. It would be up to the person who owns the system they want to connect to to build the other end of the gate. That way you could only build gates between systems you own or are friendly with.

Post Thu Nov 18, 2004 2:26 pm

*Begin Rant*

All right, this is really really getting on my nerves. It seems like the Rheinlanders are trying to win on technicality after technicality after technicality. I've been in fleet based RPG's many of them successful for months over the span of several years, and one of the things that made them successful is people tried to make RPing realistic instead of trying to exploit and undermine the every loophole possible. Telling a faction that they are out of character when they do what they need to in order to continue to exist is lacks any common sense. Having Samura defect from their native house is even further out of character. 1 Corporations are in the business of money making not conquest, second its employees probably wouldn't go along. Just because you guys can doesn''t mean you should.

Next, AC seems to be intent on making amendments to treaties and agreeing to them in the same post. He seems to try and dictate to us that a truce (which only halts hostilities, not ends a war) is a permanent peace treaty that prohibits countries from aiding allies. He signs a treaty agreeing not to go into Kusari or Corsair Space, and invades Honshu in the same post. You think that it makes sense for all the houses to pile on the weakest one and support the strongest, but you ignore the lessons of history. Bretonia especially would have probably inheritted Britain's long tradition of always supporting the under dog and never allowing one dominant nation to reign over all others except for itself. This has been true of it until it burned itself out fighting WWII. Liberty descends from the United States which has a strong tradition of respecting national soviergnty. IT would not look kindly on an outside power basically saying one nation could not regulate commerce in its own borders. Both would not look kindly on a House arming a corporation with warships. Capital ships are not defensive weapons, fighters protect convoys well enough against pirates. Capital ships have only one purpose, to use as mobile military bases, and since a corporations nature is to make money, these could easily be used to force domination of space ways. It would be a very very bad thing for their economies. Undoubtedly you'll retort well the blood dragon move was worse. No it wasn't, as I've gone through before, the Japanese are extremely nationalistic and whatever their problems, they'd hate outsiders more. Second, Samura having capital ships would be awful for them also, no one had probably done more piracy on them, then the Blood Dragons. After Kusari fell, they'd be next on the target list, and since the Samura would have a House Level military but none of the defensive positions they'd need to maintain.


Finally this whole retreating thing is complete crap. A battleship is an extremely slow moving ship not to mention its turning speed, there is no way it would be able to escape fast moving fighters. In a battle, no fleet would let the other get away unscratched if they had the advantage in the battle. If this is allowed, it basically gives smaller factions no chance. Your success in the RPG is determined by what faction you get at the beginning rather than how well you play the game if this stands, is basically what your saying. The implications of this would of course be disasterous not to mention it could get very ugly. I've been in RPG's were defeat was just considered something that happen, but I've also been in ones that have gotten highly vicious and mean, and the only reason those that didn't quit didn't was to show their enemy that they were better. This would not be a fun environment at all, and I encourage you to take action to prevent this.

*end rant*

Post Thu Nov 18, 2004 4:37 pm

** gives a standing ovation.**

Well said, very well said. I just hope ww2jacob reads this.

Post Thu Nov 18, 2004 5:12 pm

Lol, I just did.
Damn, looks like I have to change MORE rules...
Well, I will solve a retreat thing on my own. Actually, it is a very good idea. I was thinking that the entire enemy fleet would get two full vollies in a row, and then whatever's left of the attacker exits safely.

Post Thu Nov 18, 2004 5:13 pm

First, Triyun, Wilde IS entitled to interpreting his treaties however he wants. Since treaties are simply agreements to a particular strategy as opposed to strict rules, he can also break treaties if he chooses to. He's just pursuing a very aggressive political stance.

And I'm pretty sure the '24 hours to retreat' is supposed to represent the time before the battle has actually been engaged. After that, there's no turning back.

Post Thu Nov 18, 2004 5:50 pm

uhh...I haven't moved forces into Honshu since I pulled them out. about the truce, the terms were fairly fuzzy, and there was misunderstanding on my part. Also, for the present moment I'm just going to make a few bases, explore some systems...frankly, I'm actually insulted by that tyrannical rant.

Also, as to your point about cultures--they change. The U.S. is not the same today as it was 100 years ago, and FL is 1000 years in the future. So your points about what nations are like now aren't really that relevant. at all.

Thirdly and finally, it is out of character for a pirating faction to make an alliance with a House and a major corporation. If you're denying that...
strategically, I agree. its a good move. but otherwise...

Also, about retreating: why not? you can easily make a fighter-wall to cover retreating battleships. Furthermore, its a strategic move. A general must know when he is beaten. The Achaeans ran from Thermopylae, and who can blame them? Why shouldn't you be able to retreat in a furturistic game?

Time may pass, but there are laws of strategy that always will hold.



Edited by - [ACWilde on 11/18/2004 5:54:10 PM

Post Thu Nov 18, 2004 5:53 pm

And hey! it's a friggin game. don't get so worked up, ya stickler.

Post Thu Nov 18, 2004 6:15 pm

Hopefully, I have ended this piece of **** conflict, excuse my language, by my post in the RPG, read if you haven't it explains a lot(page 20 or 21 or 22)

*begin rant*
As far as arming a corperation with capital ship heavier in than a gunboat, that's bullkrap. If a station is attacked by a battleship or bombers and all you have is LF's protecting it, who in god's name do you think is going to win???!
I'm arming myself in case of a major war or conflict where I can support my allies or avoid being knocked out of the RPG by being killed. I mean, if you deny the right ofr a faction to build ship to defend themselves, then what the heck are we doing??! Typing and taking up Post room?! THE NAME OF THE GAME PEOPLE IS CONTROL YOUR OWN FACTION RPG!!! RPG means ROLE-playing game. That means you play in-character or out-of character!!!
*end Rant*

Most people fear the unknown.
Most people haven't met me.

Post Thu Nov 18, 2004 6:25 pm

The problem is he kept telling me for several posts what I agreed to and what I was doing wasn't allowed, when he was making up terms.

The purpose of the Corsairs aggressive action is to get enough natural resources, it makes sense for them to pursue this path.

As for retreating, yes but a retreat is generally to cut casualties, it is rare you can avoid it at all. Jacob I like your retreat idea.

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