Subtopic | Posts | Updated | ||
![]() | Archive through December 26, 2002 | 25 | 12/26 08:22pm | |
![]() | Archive through December 27, 2002 | 25 | 12/27 02:07pm | |
![]() | Archive through December 29, 2002 | 25 | 12/29 02:40pm | |
![]() | Archive through February 14, 2003 | 25 | 02/14 03:19am | |
![]() | Archive through February 16, 2003 | 25 | 02/16 11:31am | |
![]() | Archive through February 21, 2003 | 25 | 02/21 05:40pm | |
![]() | Archive through June 07, 2003 | 25 | 06/07 10:58pm | |
![]() | Archive through June 09, 2003 | 25 | 06/09 10:45pm | |
![]() | Archive through June 25, 2003 | 25 | 06/25 09:53pm | |
![]() | Archive through June 30, 2003 | 25 | 06/30 10:10pm | |
![]() | Archive through July 05, 2003 | 25 | 07/05 03:38pm | |
![]() | Archive through September 30, 2003 | 25 | 09/30 04:02am | |
![]() | Archive through October 15, 2003 | 25 | 10/15 02:36pm | |
![]() | Archive through November 08, 2003 | 25 | 11/08 12:37am | |
![]() | Archive through November 14, 2003 | 25 | 11/14 08:20pm | |
![]() | Archive through November 16, 2003 | 25 | 11/16 01:35am | |
![]() | Archive through November 18, 2003 | 25 | 11/18 05:41am | |
![]() | Archive through February 27, 2004 | 25 | 02/27 08:05pm | |
![]() | Archive through May 21, 2004 | 25 | 05/21 06:19pm |
By michael john campbell (Michaelcampbell) on Friday, May 21, 2004 - 09:36 pm: Edit |
I don't want plasma ( espcially Gorns ) to be the lesser cousin of DF weapons.
I'ld hate to say that since Feds got a heavy improvment ( which they need to retain flavour ) and the Klingons got a slight improvement to their already overgunned ships that the Gorns would get and equally humungous Torp ( and the Roms something Relatively largeR ) but it may be the only way we can go.
We shouldn't be too worried about hooping up the heavy weapons as a H.W. Dependance will produce racial flavour.
Personally I think the Gorns have plenty deadly enough weapons as it is so finding a new warhead isn't really going to help.
Feds in X1 Got Fastloaded 12 pointers making them ( theoretically ) 50% better than before.
Klingons got a 50% increasing in the number of Disruptors on a cruiser making them 50% better than before.
Gorns got a fastload ability to fire their Plasma in 2 turns and their Ss jumped up to Ms (and their Fs jumped up to Ss ) so that's ( concentrating on the core plasma ) a 100% increase in firepower ( not counting the jump in the ancillary plasma ).
Since a ship with 48/40/40/40 shield is only 60% tougher than a GW cruiser I'ld say the Gorns ( and Roms ) don't need bigger warheads...better warheads are probably what the Gorns need.
By Christopher E. Fant (Cfant) on Saturday, May 22, 2004 - 01:15 am: Edit |
Remember, that none of this might get actually used.
By Loren Knight (Loren) on Saturday, May 22, 2004 - 02:52 am: Edit |
Except for all of mine, of course.
I only say that to balance the universe since I had just agreed with you, CFant, in another thread. Should we ever play a game face to face lets play mid-GW or tourny. We should get along just fine there; steer clear of Y205 altogether.
By Christopher E. Fant (Cfant) on Saturday, May 22, 2004 - 07:18 am: Edit |
Hehe.....indeed.
By R. Brodie Nyboer (Radiocyborg) on Wednesday, May 26, 2004 - 01:53 pm: Edit |
Here's some X2 Movement (XC) ideas I've been playing around with:
(XC.RBN.HEB) High Energy Burst (HEB)These are draft ideas. If you see something you posted before in here please let me know.
Note: Modified from original idea by R. Brodie Nyboer based on ideas by John Trauger and Loren S. Knight.
Lets a ship move 1 hex on an impulse it isn't scheduled to move. Costs 2 hexes of movement in warp engine power. Can use reserve power. No roll for breakdown. Can only move forward (or reverse) or sideslip. On use ship goes into post-HEB period equal to post-HET period. Can not HEB within post-HET/-HEB period. Can not HET within post-HEB period. Can not be used at speeds less than 15. Can not be used on Impulse #1. Resets Turn and Sideslip modes. Adds 1 to ship's Practical Speed for purposes of acceleration and braking, and adds 2 to ship's Maneuver Rate.
(XC.RBN.IS) Impulse Slide (IS)
Lets a ship change hex facing after it has moved forward on an impulse it turns (instead of before it moves forward). Costs 1 Impulse Power (and only Impulse Power). Can use reserve power. No roll for breakdown. Ship must have satisfied its turn mode. Can not be used within 8 impulses of a previous Impulse Slide. X2 Shuttles and Fighters can use this once every 16 impulses.
(XC.RBN.PT) Power Turn (PT)
Note: Based on ideas by Loren S. Knight and Roger E. Burgess, III.
Lets a ship purchase 1 hex toward satisfying its turn mode. Costs 2 hexes of movement in warp engine power. Can use reserve power. No roll for breakdown. Ship does not move other than what it was scheduled to move, but does add 1 hex of movement satisfaction to its current turn mode. Can only purchase 1 hex per impulse. Can be used on Impulse #1. Can not be used within post-HET/-HEB period. Can not be used if current unsatisfied turn mode is less than 3 hexes. Can not be used immediately after a previous Warp Turn. Resets Sideslip mode. Adds 1 to ship's Effective Speed for that impulse and 2 to ship's Maneuver Rate for the turn.
(XC.RBN.SC) Supercruise (SC)
Note: Modified from SVC's "Warp Gearshift" (JC2.0) in CL#28 (SSJ2).
Lets a ship move at high speed with reduced movement cost. For a ship moving at any speed greater than 20, a ship may choose to enter "supercruise." This will reduce the cost of movement by 1/2 per hex of movement, but only for hexes of movement beyond speed 20 (i.e. first 20 hexes of movement cost normal rate). While in supercruise a ship may not use HET, HEB, or PT. It may turn and sideslip. All other movement functions still cost normal rate. Turn and Sideslip modes are reset on entering supercruise.
To enter supercruise player must announce attempt and roll against Breakdown rating (may use Breakdown, ASIF, and/or Legendary Engineer bonuses; cumulative). If roll fails ship "pops the clutch" and does not enter supercruise. Once in supercruise a ship will remain in supercruise (i.e. no Breakdown roll required) until either the player announces dropping supercruise, ship reduces speed to less than 21, or end of turn is reached.
If supercruise-reduced power is not plotted, the excess half of power not used for movement is dumped into the batteries as Reserve Warp Movement Power on a hex-by-hex basis (i.e. the excess power is dumped after the supercruise hex is moved). Any power dumped into batteries that exceeds the X2 Battery Reserve Warp Movement Power Limit (XH5.RBN.5) is lost.
By John Trauger (Vorlonagent) on Wednesday, May 26, 2004 - 03:02 pm: Edit |
I'd like to claim at least partial credit for the Power Turn idea. I THINK I introduced it to be honest, but I'm not greedy.
By Geoff Conn (Talonz) on Wednesday, May 26, 2004 - 04:07 pm: Edit |
IF SFB has never had a particularl point where something occoured and we can build such a point then that will generate new tactics and new ideas and that is good for game play.
Sheer conjecture and assumption.
By Loren Knight (Loren) on Thursday, May 27, 2004 - 12:53 am: Edit |
Well, I came up witht the Impulse Power Turn before I had ever even first posted on this board. With mods I posted it as an X2 idea. It was NOT the only Powered Turn idea though.
By John Trauger (Vorlonagent) on Thursday, May 27, 2004 - 11:27 am: Edit |
Is that what Bordie is calling "Impulse Slide" or "Power Turn"?
I was playing with "Power Turn" before X2 got going here too.
Great minds...
By Loren Knight (Loren) on Thursday, May 27, 2004 - 11:36 am: Edit |
He's presenting a new rule Inspired by ours, I believe.
By R. Brodie Nyboer (Radiocyborg) on Thursday, May 27, 2004 - 11:57 am: Edit |
Basically. They're my take on these ideas. I guess it shows that there's more than one person thinking these things. That's why I want to give credit where credit is due. The "Supercruise" thing is still in the works.
Administrator's Control Panel -- Board Moderators Only Administer Page | Delete Conversation | Close Conversation | Move Conversation |