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Discussion on Control Your Own Faction 3

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

Post Tue Nov 30, 2004 2:23 pm

I do think that we need to tighten down on the system exploration and researches. They are simply too easy to get.
Roc, this is simply a thread to collect ideas. If no one posts anything about your idea, it doesn't mean it's bad at all. In the end, I will go through here and collect ideas that I like to use in the 3.0 rules.

Post Tue Nov 30, 2004 6:52 pm

If it gets much more complicated than 2.0, then I doubt very many people will join.

Post Wed Dec 01, 2004 8:18 am

Here is the post explaining the custom stats systems I proposed.

There are two ways I can see to do this. A) One would be to give the player a grand total of stat points for each category (FA, CD, ect.) which they could divide among all their ships. This would allow the person setting up the rules to make certain factions better in some areas and worse in others The other and probabbly better alternative B ) is to give the player a certain amount of points he could divide between each ship type such as fighters, capital ships, bombers, transports, ect.

Method A

Step 1: player recieves his/ her points. For this demo I will assume that the player picked Kusari.

The player would get a total of 48 FA pts, 48 FD pts, 35 CA pts , 40 CD pts, 27 BA pts, 30 BD pts. These numbers would vary depending on the faction you picked.

Step2: Player divedes the each total among his her ships. Transport vessels have a max FA, CA, and BA of 2. Bombers have a max FA and FD of 2. all other ships have have a max rating of 9 in each category.

The player would assign stats for each ship subtracting the ammount from each stat total. Battleship 5 FA, 6 FD, 9 CA, 9 CD, 9 BA, 6 BD
Destroyer 6 FA, 7 FD, 7 CA, 8 CD, 5 BA, 7 BD
Crusier 8 FA, 8 FD, 6 CA, 6 CD, 3 BA, 6 BD

gunboat 9 FA, 6 FD, 1 CA, 2 CD, 1 BA, 1 BD
bomber 1 FA, 1 FD, 6 CA, 3 CD, 6 BA, 4 BD

VHF 6 FA, 4 FD, 3 CA, 3 CD, 2 BA, 3 BD
HF 3 FA, 3 FD, 2 CA, 2 CD, 1 BA, 2 BD
LF 3 FA, 2 FD, 1 CA, 1 CD, 0 BA, 0 BD
Freighter 2 FA, 2 FD, 0 CA, 1 CD, 0 BA, 3 BD
transport 1 FA, 3 FD, 0 CA, 2 CD, 0 BA, 2 BD
L transport1 FA, 4 FD, 0 CA, 2 CD, 0 BA, 1 BD
Train 3 FA, 2 FD, 0 CA, 1 CD, 0 BA, 0 BD

Total 48 FD, 48 FD, 35 CA, 40 CD, 27 BA, 30 BD (the math may not be perfect but you get the general idea).

The problem in this system as Triyun pointed out is that unless you further complicte it by putting individual point limits on every ship, a smart player would "put all his points into making uber LFs and be almost unbeatable".



Edited by - vorticaldwarf on 12/2/2004 11:53:42 AM

Post Wed Dec 01, 2004 10:01 pm

Actually
I think the complication comes in the form of math and politics.
Politics is a tough game to play people.
I like the calculators, but please could you add
A fleet location tracke so you don't have to write it down all the time.
I say let large capships to move through dense particle fields to attack, but make it take longer for the whole fleet o clear through the asteroids or debris
also add more commodties


"I like liberty rogues, they make a funny little popping sound when they die"
10 points to whoever guess what I messed with for that

Post Thu Dec 02, 2004 6:53 am

I'd make a bit more specific limits VD. A smart person would make uber LF fighters and be unstoppable.

Post Thu Dec 02, 2004 10:20 am

It is pretty difficult to join in after the first couple of days in the RPG. Therefore I propose we put a force limit on how many vessels any type of faction can have before they have to start paying a progressively higher maintenance task.

Post Thu Dec 02, 2004 11:28 am

To Triyun: Thats the main reason that the first method woudln't work as well. The second alternative, which I will post as soon as I get a chance, solves that problem by only allowing so many points for a particular ship, instead of a stats category.

Post Thu Dec 02, 2004 12:48 pm

Here is the slightly more complicated, but ultimately superior , method.

Every player in the game, would get a particualar amount of points for each type of ship (this amount could be varied between factions to control strengths and weaknesses of each faction). The player would then distribute each total among the various stats of the apprpriate ship type during his/her first turn.

The following is a sample turn, once agai for Kusari.

Step 1: The player would recieve the following totals--- Battleship 42, Destroyer 36, Cruiser 30, gunboat * 19, bomber 23 *, VHF 12, HF 7, LF 4,
all cargo ships 6*.

* because the gunboat and, in particular, the bomber, are used for such specific roles special stats limits would apply. the gunboat would have a limit of 2 on all stats except for FA and FD. The bomber would have stats limits of 2 on everything except CA, and BA.

Also, cargo ships cannot assign points to CA or BA (since they are so slow moving, an attack by a cargo ship against a capital ship or most bases would be suicidal. The limits are set to zero to prevent insane nOObs, or anyone else for that matter, from even contemplating the idea.)


Step 2: The player would distribute the total for each ship between the stats types, up to 9 for any one stat. The results could be as follows:

battleship: 5 FA, 5 FD, 9 CA, 8 CD, 9 BA, 6 BD
destroyer: 6 FA, 6 FD, 7 CA, 7 CD, 4 BA, 6 BD
cruiser: 7 FA, 7 FD, 5 CA, 5 CD, 3 BA, 3 BD
gunboat: 9 FA, 6 FD, 0 CA, 2 CD, 1 BA, 1 BD

bomber: 2 FA, 2 FD, 7 CA, 2 CD, 8 BA, 2 BD
VHF: 4 FA, 2 FD, 1 CA, 2 CD, 2 BA, 1 BD
HF: 2 FA, 2 FD, 1 CA, 1 CD, 0 BA, 1 BD
LF: 1 FA, 2 FD, 1 CA, 0 CD, O BA, 0 BD

freighter: 2 FA, 3 FD, 0 CA, 0 CD, 0 BA, 1 BD
transport: 2 FA, 1 FD, 0 CA, 1 CD, 0 BA, 2 BD
L transport:1 FA, 2 FD, 0 CA, 0 CD, 0 BA, 3 BD
train: 4 FA, 1 FD, 0 CA, 0 CD, 0 BA, 1 BD

Since the CSV is just a cheaper freighter, it would automatically be assigned whatever stats the player chooses for his freighter.


One final note. In the interests of fairness players should have to submit a copy of their intended point assignment to the judge or mod in advance. Then, once the judge has recieved a copy from everyone who has signed up at the end of registration and checked them for accuracy ( if you choose to use this system I could make a spredsheet to make this easier), everyone could post their stats during the first turn. That way no one has an advantage by knowing other people's stats ahead of time. The copy they submit to the judge would be final. No last minute changes because your enemy has better stats. Any stats changes once the game begins would have to be done through research.






Edited by - vorticaldwarf on 12/2/2004 1:00:05 PM

Post Thu Dec 02, 2004 4:31 pm

VD, that's a pretty good idea...

Post Thu Dec 02, 2004 4:48 pm

Thank you. Like I said before, its basically a modifaction of an old dungeons and dragons idea. If you decide to implement it it might also be a good idea to come up with default values for the different factions, for those who are new to the game.

Another wild idea just occured to me. If you post a signup sheet for CYOF 3 now a lot more people would have time to sign up. The limited numbers of players has been the biggest problem in this RPG. Normally weaker groups could band together for survival until they were strong enough to go thier own way. In this situation most of the weaker factions that people signed up for either never posted or gave up after the House millitaries wiped out all the NPCs. The only non House factions still active are the Gaians, the Corsairs, both of whom allied with a major hose early on, and occasionally the outcasts.

People wouldn't actually be reserving factions yet, just posting a message that they want to play and mabey suggesting what factions they would be interested in. Then once we are ready to start CYOF 3 someone could send an e-mail to anyone who signed up telling them when they could start reserving factions.

Sorry for this long post but I tend to get wordy when an idea hits me.

Roc

Post Thu Dec 02, 2004 6:16 pm

Thats a good idea VD. If you give people like 2 or 3 weeks to sign up there would definately be more people signing up. Also, maybe on the home page of Lancers Reactor, there should be one notice for when people can stsrt signing up, one when there's only like a week left, and one when theres only like a day left. That way if anyone missed the first messsage for CYOF then they may see the other 2. Also I liked your idea about the stats. It seems very fair. The only thing (and I know i've mentioned this like a million times) is a better chance for corperations, pirates and revoulutionaries. I know that some of these ideas could make the rules more complicated, but it wasn't to hard for me to learn the rules of 2.0 and I was new to it. As long as we are patient with new people and answer any questions they have, I think it could work just fine.

Roc

Post Thu Dec 02, 2004 6:20 pm

Good point VD.

Also, I have a suggestion. Why don't we try playing this game again when it's finished? Frankly, I like the way 2.0 is formatted and I'd like to play again, so we could simultaneously run 2.1 and a second game of 2.0 (on different threads, of course).

Just a suggestion

On the other hand, I do agree with everyone who's saying it's hard for a corporation, pirate, or revolutionary to survive. That really does have to change.



Edited by - [ACWilde on 12/2/2004 6:21:12 PM

Post Thu Dec 02, 2004 7:36 pm

Can those of us who didn't get a starting house last time, get first pick so we can have a chance to pick on the little guy?

Also I like the idea, I still think though we should have force limits, it keeps people able to join in later on in the game.

Post Thu Dec 02, 2004 7:55 pm

Actually, CYOF 3.0 will not have major changes as in 2.1. Rather, I intend to make 3.0 a "bug fixer" version, where I improve slightly on the game, rather than change it much. I will make things more even for all factions, as factions will have strong strengths, but equally weak weaknesses to counter this. 3.0 will not have any major changes, and I am writing the rules now, so we will be ready to jump into the new game once we finsh up the current one. I want to keep things as simple as possible, so, there will not be a ton of new content, just enough to mix things up a bit.
More to come as I progress in the rule-making process.

Post Thu Dec 02, 2004 8:08 pm

I have an ide get a proboards forum and beta-test 30 to make rule changed etc.

"I like liberty rogues, they make a funny little popping sound when they die"
10 points to whoever guess what I messed with for that

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