<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=59900.msg2711262#msg2711262">Quote from: hgb on 06-02-2010, 07:58:13</a></div></div><blockquote class="bbc_standard_quote">While I do like cloak and dagger esque play, I think that an open system would be better for now. Since the game is being play tested and balanced, having things open, will make it easier to see any imbalances in the system, and improve the overall quality of the test. Once all the kinks are worked out, I believe the game will flourish better in private, with players only seeing what their civilization's would know.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>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&A, then, working from the first post in your rules thread to the last. Unless otherwise noted, I understand other posts  :-)<br/><br/><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/><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/>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/><br/><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/><br/><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/><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/><br/>Again, explain basics first before adding onto them. On the plus, you have direction and dedication  :-)