Just testing the waters to find out who would be interested in playing a fresh bang, with or without edits. Description of the probable edits follows:
These are the edits from my old game. I would use an approximation of this if people are interested.
I had a couple of other ship designs I may throw in, but that's the gist of it.
I was thinking 480 turns per day, but bankable up to 5 days worth, since the majority of people who play here don't have a lot of time to play every day.
Corp limit would be 2 players since even groups of 3 are unbalancing when your total player count is under 10.
Planets per sector 2 to really drive home the new edits. If too many planets per sector were allowed, players could too easily minmax the available planets.
Couple of notes for reading the planet chart: Remember, maximum production is at half max pop (after that you start overcrowding). Fig prod/col is really production per unit of other stuff produced. Hab and haz %ages are habitability and hazard level for the planet. Basically whether colonies grow or shrink and by how much over time. All those values are defaults with doubled danger. i.e. default class K is 2% haz and 98% hab, I changed it to 4% haz and 96% hab, default class H is 7% haz and 90% hab, I changed it to 14% haz and 80% hab. Depending on what real effect this has on the game, I may change them back, but since in my play experience I haven't seen populations die any significant amount anywhere (unless you're dumb enough to put colonists on a volcanic into org production or something like that).
And a quick pros/cons if you don't want to crunch the numbers yourself:
(A) Gaian worlds produce the most organics and equipment by far, bar none, per day. IF you can manage to max them out at the 500k colonists needed per production group.
(M) Earth worlds are pretty average. Nice pop and not bad production levels; can produce one hell of a lot of fighters once maxed (over 10k a day), but aren't the easiest things to max, either.
(K) Desert worlds produce the most fighters PER CAPITA of any other world. Up to 30k colonists in ore production will build 1 fighter per 15 colonists.
(O) Oceanic worlds are basically stock. I used them as a baseline, basing max populations off of this world type somewhat. Rather than balance down class O's, I tried to balance up the other types.
(L) Mountainous worlds have quite good production levels and remain the fastest productive world to build citadels. (Notice the qualifier "productive"? Check out class U's for the ultimate in speed.)
(C) Glacial worlds are the best per capita equipment producers. Could make for very profitable worlds with the proper care.
(H) Volcanic worlds are fairly close to stock. I removed the equipment production capability no one used anyway and that's it.
(U) Gaseous worlds are still worthless, though they now build citadels at a very fast rate. Expensive to do, and gives you a citadeled planet which needs all resources trucked in, not to mention a pathetic max ore level, but I guess I can see some strategies to using them (unlike stock gaseous worlds). Class U's also come with 200 of each resource sitting on the planet (call it a rebate of your gen torp cost ;>).
These are the edits from my old game. I would use an approximation of this if people are interested.
Code:
- Scout Mauraders reduced to 1 turn/warp so they can more
effectively scout. Fig count reduced to 10, however, so the ship
can't be exploited for heavy toll fighter gridding.
- Battleship max figs increased to 20000 and shields to 2500.
Their 4 turns/warp and small cargo capacity keeps them balanced
at this level IMHO.
- Gave Colonial Transports access to density scanners. Making
this ship fly blind seems too big a disadvantage when it's already
a slow, defenseless barge.
- Increased CargoTran's defensive odds from 0.8 to 1.2. This
should help balance it against the Mule.
- Decreased Constellation's odds from 1.4 to 1.3 to help balance
it against the StarMaster.
- Gave the T'Khasi Orion holoscanners (or would have, but they
actually made this balance change in the base stats now).
- Increased Tholian Sentinel shield max to 15000 and decreased
its fighter max to 500. May finally be useful at what it's supposed
to do, protect planets. Low holds and not much else make it
worthless in any other role (except maybe mothing) even with
the high shielding.
- New ship: Scout Orion. Fills the void in the game for a decent 2
turn combat ship. 2500 fighters and 500 shields, 1.3:1 odds, but
only 30 holds make this ship decent for well-defended exploration
and perhaps doing a little alien hunting but little else. It also
gets combat scanners. Full stats in the ship catalog (text only).
- Planets are completely revamped to the following stats:
/Max pop (k)\ /--- Prd/col ---\ /-Storage(k)\ /-Days to Cit Lvl-\ Hab Haz
Class Title |Ore Org Equ| |Ore Org Equ Fig| |Ore Org Equ| | 1 2 3 4 5 6| % %
-------------------------------------------------------------------------------------
M Earth 400 400 400 5 7 13 10 400 300 200 4 4 5 10 5 15 100 2
K Dsert 60 60 60 3 50 50 5 100 10 10 6 5 8 5 4 8 96 4
O Ocean 200 200 200 20 2 100 15 50 1k 10 6 5 8 5 4 8 96 4
L Mount 100 100 100 2 10 15 15 250 50 50 2 5 5 8 5 12 96 6
C Glcal 60 60 60 10 40 5 8 100 10 50 5 5 7 5 4 8 84 10
H Vlcnc 100 0 0 1 0 0 50 1k 10 10 4 5 8 12 5 18 80 14
U Gseus 2 2 2 0 0 0 0 10 10 10 3 3 2 8 4 5 76 16
A Gaian 1k 1k 1k 25 3 20 15 200 10k 500 5 5 6 11 6 16 100 0
- Imperial StarShip dropped to 30000 fighters to allow for a
greater sliding scale for higher level Imperial ships.
- New ship: Imperial Skimmer. The Federation's answer to the
Scout Orion. With so much power suddenly in the hands of
pirates in such a fast ship, the Federation decided to answer in
kind. Unfortunately, bureaucracy being what it is, 3 turns per
warp instead of 2 is the best they could manage. With 12000
fighters and 1500 shields, it doesn't quite live up to CorpFlag
standards, but its 100 holds make it a decent colonizer as well,
for those who can't afford a StarShip.
- New ship: Imperial Freighter. 75 holds, 2 turns/warp, you can
thank the "aliens" and Trader's Guild for this one ;>
- New ship: Imperial BattleShip. Somewhat similar to the old ISS
(50k figs), with added combat scanners and requiring the rank of
Lieutenant (8192 xp) to drive.
- New ship: Imperial Dreadnaught. As impressive and large as its
namesake, this 6 turn/warp ship rivals the Interdictor Cruiser in
every way. Available only to Commanders (65536 xp), this ship
has it all.
I was thinking 480 turns per day, but bankable up to 5 days worth, since the majority of people who play here don't have a lot of time to play every day.
Corp limit would be 2 players since even groups of 3 are unbalancing when your total player count is under 10.
Planets per sector 2 to really drive home the new edits. If too many planets per sector were allowed, players could too easily minmax the available planets.
Couple of notes for reading the planet chart: Remember, maximum production is at half max pop (after that you start overcrowding). Fig prod/col is really production per unit of other stuff produced. Hab and haz %ages are habitability and hazard level for the planet. Basically whether colonies grow or shrink and by how much over time. All those values are defaults with doubled danger. i.e. default class K is 2% haz and 98% hab, I changed it to 4% haz and 96% hab, default class H is 7% haz and 90% hab, I changed it to 14% haz and 80% hab. Depending on what real effect this has on the game, I may change them back, but since in my play experience I haven't seen populations die any significant amount anywhere (unless you're dumb enough to put colonists on a volcanic into org production or something like that).
And a quick pros/cons if you don't want to crunch the numbers yourself:
(A) Gaian worlds produce the most organics and equipment by far, bar none, per day. IF you can manage to max them out at the 500k colonists needed per production group.
(M) Earth worlds are pretty average. Nice pop and not bad production levels; can produce one hell of a lot of fighters once maxed (over 10k a day), but aren't the easiest things to max, either.
(K) Desert worlds produce the most fighters PER CAPITA of any other world. Up to 30k colonists in ore production will build 1 fighter per 15 colonists.
(O) Oceanic worlds are basically stock. I used them as a baseline, basing max populations off of this world type somewhat. Rather than balance down class O's, I tried to balance up the other types.
(L) Mountainous worlds have quite good production levels and remain the fastest productive world to build citadels. (Notice the qualifier "productive"? Check out class U's for the ultimate in speed.)
(C) Glacial worlds are the best per capita equipment producers. Could make for very profitable worlds with the proper care.
(H) Volcanic worlds are fairly close to stock. I removed the equipment production capability no one used anyway and that's it.
(U) Gaseous worlds are still worthless, though they now build citadels at a very fast rate. Expensive to do, and gives you a citadeled planet which needs all resources trucked in, not to mention a pathetic max ore level, but I guess I can see some strategies to using them (unlike stock gaseous worlds). Class U's also come with 200 of each resource sitting on the planet (call it a rebate of your gen torp cost ;>).


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