<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711441#msg2711441">Quote from: Schrödinger on 06-02-2010, 11:26:49</a></div></div><blockquote class="bbc_standard_quote">Agreed. Working out the basics would be best before we implement some backstabbing skulldaggery, and it helps us all understand the system as it is played out.<br/><br/>Let's start with some of the Q&amp;A, then, working from the first post in your rules thread to the last. Unless otherwise noted, I understand other posts  :-)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Fair enough. I have no problem with things being open.<br/><br/>Do you want that to include the game map? What I have is a hex map, with systems marked on it. Until a player enters a new system, and finds the exits, they don't know where they can expand to.<br/><br/>Would you prefer that everyone starts with access to the master map, showing all systems and connections?<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711441#msg2711441">Quote from: Schrödinger on 06-02-2010, 11:26:49</a></div></div><blockquote class="bbc_standard_quote"><strong>First post (http://elliquiy.com/forums/index.php?topic=59899.msg2710273#msg2710273)</strong>, you mention the home system being comprised out of a planet (or planets, given flavour), a resource-rich asteroid belt providing the RAW materials as well as some CC, and a gas giant providing only CC. <strong>What is CC, and what is it used for as a resource next to RAW?</strong> Could be Capacity, mentioned a little later. Suggested to provide any game terms in full, and give acronyms later, or let the players decide on them (though RAW kind of speaks for itself, I suppose, while CAP would make more sense for Capacity if it <em>is</em> CC  :P<strong></strong>). <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>CC is Carrying Capacity. On a planet, this is the number of Census (Population) the planet can support. For a gas giant, its the number of stations you can build on it.<br/><br/>RAW is raw materials.<br/><br/>RAW x utilised Production = Economic Points produced<br/><br/>1 census can utilise 1 production.<br/><br/>EPs are what you spend to build stuff, research, carry out intelligence ops and so on.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711441#msg2711441">Quote from: Schrödinger on 06-02-2010, 11:26:49</a></div></div><blockquote class="bbc_standard_quote"><strong>Would it also be possible to lower points in one home system's 'stats' for an increase in another?</strong> Say, limiting your starting RAW by one, to increase your starting Census, for example, by the same amount?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Possible, but I hadn't given it that much thought yet. The idea was that each player would start from an equal footing, have a couple of points to play with for customisation, but that hopefully wouldn't create an overwhelming edge.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711441#msg2711441">Quote from: Schrödinger on 06-02-2010, 11:26:49</a></div></div><blockquote class="bbc_standard_quote">Finally, <strong>consider including a list of common acronyms in the first post for reference, with their immediate explanation</strong> - that ought to save a whole hastle of questions and explanation back and forth through your game rules.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Noted. It will all make more sense when all the sections are up, and you can flick back and forth :)<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711441#msg2711441">Quote from: Schrödinger on 06-02-2010, 11:26:49</a></div></div><blockquote class="bbc_standard_quote"><strong>Fifth post (http://elliquiy.com/forums/index.php?topic=59899.msg2710421#msg2710421)</strong>, same issues of mentioning terms that might best be put in full first before using acronyms, though at least EP has been mentioned before as a means to 'buy' units. However, you bring up a whole slew of game terms like Attrition and some combat terms that, without a proper chapter on combat gameplay mechanics, mean little to nothing. There's also so many options right now that it would be quite daunting for new players to start out with - especially for a game system you haven't quite tested as much yet. KISS - Keep It Simple Stupid - at least until the kinks are worked out. On the plus, at least you have a direction to expand towards, but let's get the basics worked out first  :P<br/><strong>What are my options for fighting, what works against what class-wise in spatial combat, etcetera?</strong><br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>As I said, I took an already established game, and have been heavily modifying it, so I'm reasonably certain the core of it should work ok. The combat stuff I haven't done much tweaking yet, though as I already mentioned I have some plans in that regard.<br/><br/>I'll give a brief overview of space combat<br/><br/>1 - Roll for fleet detection (if one fleet doesn't spot the other, that tends to make combat .. interesting ;) )<br/>2 - Roll for fleet readiness state. Fleets can be caught unprepared, which makes them less effective for a couple of rounds til they come to full battle stations.<br/>3 - Determine engagement length. If you're outnumbered, you want to keep it short, your opponent will want to take longer and try and destroy you.<br/>4 - Fleet command issues orders. This is the bit I'm tweaking at the moment. Basically you can issue orders that will determine engagement range and intensity (short, medium, long / aggressive, balanced, defensive) and which enemy squadrons / ships you're targeting. Aggressive means you will do and take more damage, defensive you do/take less. Shooting is done in range bands, so if you choose to fire at long range your shots will hit home before the enemy firing at short range, but short range does more damage. Of course, they have to survive to get to short range first, so its a gamble.<br/><br/>Ships fire on ships first. Then ships against fighters. Lastly fighters fire on each other, then on ships. Fighters have the advantage that they can get close and target specific enemy ships easier than your main battle line. The mechanic is that specifying a specific enemy ship to target means it takes more damage to destroy, to prevent people simply picking off command ships or what have you without penalty.<br/><br/>Does that help any?<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711441#msg2711441">Quote from: Schrödinger on 06-02-2010, 11:26:49</a></div></div><blockquote class="bbc_standard_quote"><strong>Sixth post (http://elliquiy.com/forums/index.php?topic=59899.msg2710455#msg2710455)</strong>, more acronyms and gameplay terms that haven't been brought up before like Basing and Factor, and again, choices are quite staggering. <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>*nods* One of the problems with creating your own stuff .. you always know what you're taking about, and it can be easy to forget someone coming in doesn't.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711441#msg2711441">Quote from: Schrödinger on 06-02-2010, 11:26:49</a></div></div><blockquote class="bbc_standard_quote"><strong>What are the guidelines and rules for building on a world, and the limitations besides your own resources and Census</strong>, if that applies?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>The only real limitation is the size of the world will determine the ammount of stuff that can be built on it. Practically it shouldn't come up that often I think.<br/><br/>Census is limited by the CC of the world, but there's always a need for colonists for the colonies ;)<br/><br/>I found that colonising early allowed me a place to send census from my homeworld, which both speeded up the colony becoming productive, and let my homeworld population continue to grow.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711441#msg2711441">Quote from: Schrödinger on 06-02-2010, 11:26:49</a></div></div><blockquote class="bbc_standard_quote">Again, explain basics first before adding onto them. On the plus, you have direction and dedication  :-)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>*nods*<br/><br/>As I said, if you had the the entire rule set to flick back and forth through, these would make more sense. The problem is coding those 'ing tables takes time :)