By Eric Stork (Merchant) on Sunday, June 15, 2003 - 05:33 pm: Edit |
Federation Balance Option
Better Orion Relations (+4): Presume the Orions were better incorporated into the Federation. Pirates do not exist in the game and the Orion province is treated just like any other (do not use rule (503.5)). The Federation gains an Orion fleet of CA, CL, DD, FF (Federation ships) that must be set up within the Orion province. This option can be taken with (653.11G) for zero balance.
[Feel free to post others. Also anyone wishing to talk about issues with current options.]
By Joe Stevenson (Ikv_Sabre) on Sunday, June 15, 2003 - 06:06 pm: Edit |
I think this option is worth much more than 4 points. Other than that, I have no objections.
Joe
By Jeff Laikind (J_Laikind) on Sunday, June 15, 2003 - 08:19 pm: Edit |
Joe,
Does that mean the adding the LDR to the Lyrans is also worth more than 4 points?
Or should it be worth more because Orion has a major planet over and above the value of the LDR?
By John Colacito (Sandro) on Sunday, June 15, 2003 - 08:24 pm: Edit |
All the old balance options need to be revisited and re-done. This would make a good mini-project that could be thrown in a Captain's Log (or two) to fill up the F&E section.
So many cool options have been posted over the years, I wonder if they are saved somewhere or lost in deleted archives.
Pete once had a great idea to have balance options for scenarios like the Hurricane. Some examples would be stuff like "More Kzinti carriers were built" or "No Expedition attempted" etc. This would help fix an otherwise outdated scenario. It would be nice to actually play with the Roms and Gorns. But maybe this stuff belongs in a "fix the Hurricane" topic and not here?
By Joe Stevenson (Ikv_Sabre) on Sunday, June 15, 2003 - 08:37 pm: Edit |
"Does that mean the adding the LDR to the Lyrans is also worth more than 4 points? "
Yes.
By Jeff Laikind (J_Laikind) on Sunday, June 15, 2003 - 09:11 pm: Edit |
Thanks, Joe.
And, John, that is a good idea, and could be a nice filler.
By Joe Stevenson (Ikv_Sabre) on Sunday, June 15, 2003 - 09:20 pm: Edit |
The LDR gives the Lyrans 5 extra EP/turn, and simplyfies a LOT of movement/reserve issues w/ the Klingons. It also makes the Lyran supply routes in to the Hydran capital much harder to crack.
The Orion province gives the Fed 10 EP/turn.
Both options give their respective races a lot. I'd probably price the Orion thing slightly higher than the LDR, but not much.... I'm thinknig 8 for the LDR, 10 for the Orion (or 9 and 10).
Joe
By Eric Stork (Merchant) on Monday, June 16, 2003 - 12:16 am: Edit |
Joe, thanks for those numbers. I aimed for zero balance between the two, the numbers give me sense of where I am. I'll think of modifying it tomorrow.
John C., I remembered those discussions when I had this option idea so I figured on giving a place for that stuff again. Got issues with options, post 'em!
Jeff L., hope you get some good comments from here.
By John Wong (Johnwong) on Monday, June 16, 2003 - 01:53 am: Edit |
Hydran Option
Fighters Fighters Fighters (+5) Hydrans free fighters is 18 per year.
While everyone else is using fighters for carriers the Hydrans are using them for their warships. Also the Hydrans have a bunch of weird CV factors eg CV 11, UH 8, CVM 9, IC 20 and OS 9.
When economic exhaustion occurs reduce free fighters to 12 per year.
By Scott Tenhoff (Scottt) on Monday, June 16, 2003 - 02:35 pm: Edit |
re: Orions, shouldn't it be a ton for that option?
Mainly because you can't dive an E4 into the Province, make it go neutral, and take 10EPs from the Fed's without a fight?
By Joe Stevenson (Ikv_Sabre) on Monday, June 16, 2003 - 03:22 pm: Edit |
"re: Orions, shouldn't it be a ton for that option? "
That's why I thought of 10. 10 EP, plus the movement headache adds up to a pretty large effect.
Joe
By Daniel G. Knipfer (Dgknipfer) on Monday, June 16, 2003 - 03:32 pm: Edit |
There are movement advantages for the Coalition when Orion goes neutral. As long as the Tholians are left alone, Orion provides a great shield to the Klinza-Rimus road. Letting the Feds buy a solution to that problem has its own value to the Fed and makes it more likely that the Coalition may be forced to try and take out the Tholians to maintain a connection. If you have a "Close Orion Relations" option, you should have an "Orion Independence" option that can be purchased.
By Daniel G. Knipfer (Dgknipfer) on Monday, June 16, 2003 - 03:36 pm: Edit |
Orion Independence. Federation Option (-10 points). Orion Option (10 points). At some point prior to the Klingon Attack on the Federation, the Orion Province broke off normal relations with the United Federation. Treat as an Armed Major Neutral. Any non-Orion ship entering the Orion Enclave is interned. In addition, all EPs from the Orion Province are added to the Orion Pirate running total each turn.
By Joe Stevenson (Ikv_Sabre) on Monday, June 16, 2003 - 04:16 pm: Edit |
"There are movement advantages for the Coalition when Orion goes neutral. "
That's what I was talking about. The headache for the FEDERATION.
Joe
By Edward Reece (Edfactor) on Tuesday, June 17, 2003 - 04:17 pm: Edit |
Ok here is my list of balance options, many are simply existing options that have been modified.
General Options
Planetary defenses (+1)
Add one PDU to a planet. The new PDU’s cannot be placed in the capital hex, maximum of 1 per planet. This option may be chosen once for each planet not in the capital.
Capital defenses (+3)
Add one PDU to a planet in the capital hex. The new PDU’s cannot be placed on a planet that has already received the benefit of this option. This option may be chosen once for each planet in the capital.
Strategic materials reserve/Debt (+1/-1 per use) (Maximum of +/-6)
The power has a reserve of 2 EP's that are released the turn after it goes to war.
Federation gets 2.4 EP’s; Romulan 2.6 EP’s and Gorn get 3 EP’s
Debt causes the power to owe the same amount. Debt must be paid back at least 5 EP’s per turn until it is paid off.
Extra Raiders (+4)
Allow one extra raid per turn.
Additional strategic movement (+2)
Increase the races strategic movement by 1; this may be done a maximum of 5 times.
Off map base (+6)
An additional starbase is built in the off map survey area. (It provides repair and strategic movement) Romulans, Klingons and Tholians can’t choose this option.
Supply trains (+4)
Deploy a military convoy at any SMN
Extra logistics bases (+4)
Add a MB (not deployed) to the home fleet.
Extra Tug (+4)
Add a Tug to the home fleet.
Pre war conversions (+3)
Spend 5 EP’s on pre war conversions. A maximum of 1 major conversion for each time this action is chosen.
Minus points (+1)
Give one opponent 1 minus point to spend. This may be repeated. For 10 points you may give three powers 5 minus points each to spend.
Remove Points (+5)
Remove 4 balance points from any player that still has unspent balance points. Each power may chose this once only, but may be targeted by it as long as it has points.
Extra Reserve Marker (+16)
Add a reserve marker to the race in question.
More Monitors: (+2)
Place an additional Monitor. This option may be selected a maximum of twice.
Early X-Tech (+2) (Klingons/Federation cost +3)
Race receives ½ normal X points (XTP) 2 turns before X-ships normally become available. All X-ships become available 1 year earlier.
Rapid X-Tech (+4) (Klingons/Federation cost +6)
Race receives ½ normal X points (XTP) 4 turns before X-ships normally become available. All X-ships become available 2 years earlier.
X-prototypes (+1) Race may build 1 X cruiser per turn starting a year before X-ships are available, using EP’s instead of XTP
Rapid PF deployment (+4)
Deploy PF’s 2 turns earlier
Orion connections (+4)
Gain 3 EP’s per turn that may only be used to bribe Orion pirates.
Better leadership (+4)
If playing with admiral quality remove 1 (-1) admiral from your admiral pool.
Extra Admiral (+12)
The race receives an extra admiral.
General staff (+9)
On the spring turns gain a free command point. (unless you are playing with admirals)
Extra repair capacity (+5)
Add 1 FRD to the home fleet.
Revolt (-2)
One minor planet is devastated by civil unrest. All PDU’s are intact and it remains in the player’s empire and will lose its devastated status as normal, but begins recovery the turn the player enters the war.
Federation options
Delayed DN production (-14)
The Feds reject the original 10 pt DN design and wait for a better one. Delete all DN from the starting OB and from turns 1-7 production and replace with CC.
Rapid gear up (+12) Amounts to 6 NCL and 15 FF extra
Increase standard production to 6x NCL and 9x FF on turns 7-9.
Federation gears for war (+10)
The Federation increases its production by (1xCA, 1xNCL, 1xFF) on turns 1 - 6. Each turns production of ships is added to a different fleet in order: 3rd, 4th, 6th, 1st, 7th, 5th.
The Romulans alarmed by the unexpected buildup may respond by attacking 1 turn earlier or spending 15 balance points of their own.
Increased Readiness (+9)
Allow production of 3 extra NCL’s and 3 extra FF’s on turn 6. (Or 5 & 6 for +18 points)
Extra CVL’s (+2)
For each extra CVL withdrawn from survey duty for use on map. This will decrease survey rolls for the Federation.
Non-combat survey cruisers (-3)
All survey cruisers are 2-8 ships with no fighters, but the same EW. They can be sent back to survey duty.
Mothballs (-1)
Each old CL removed from active service and placed in the mothball reserve at start. Federation’s choice of which are placed in the reserve.
5th fleet pinned (-6)
The 5th fleet detachment isn’t released until the Romulans attack the Federation.
Early release of the fleet (+3)
The fleet guarding the Kzinti border may begin operating in Kzinti territory on turn 6. This does not activate the Federation for limited war, the ships would have to be repaired with salvage, deficit spending or loans from Kzinti.
Home fleet repositions (+8)
The home fleet use operational movement on turn 6. The fleet is not considered released.
Tholian trade (+4)
The Federation gains 5EP's per turn from trade with the Tholians unless the Tholians are at war. Of course the Federation must be able to connect to the Tholians supply grid to gain these EP's.
Drone Reserves (+3)
The Federation has 90 points of drone bombardment stockpiled. (9 EP’s)
Federation Destroyer Escorts (+1)
Early tests showed that the DE was a far better escort than either the ECL or
FFE. Future escorts were more frequently the DD hulled version. The Federation can swap out 3 escorts for standard ships and upgrade 3 DD’s to DDE’s
Orion fleet. (+2)
If Orion (planet 2812) is attacked it will defend itself with 6x LR, 3x CR 1xCA over the major planet. These ships will fight to the death, but if they survive (win) they join the Federation fleet.
No CVA conversions (-6)
The DN and CVA are too different to convert one to the other. No DN to CVA conversion is allowed. Also DN’s may not be converted to SCS.
Firm Federation and Gorn defense Pact. (+15)
The Gorn may attack the Romulans on the same turn the Romulans enter Federation territory. The Gorn go to a full wartime economy and production schedule. The Federation may attack the Romulans the same turn that the Gorn are attacked.
No CVB’s (-3)
The F-15 fighter is canceled. All CVB’s become CV’s with 6 fighter factors. No F15 squadrons are provided for planets either,
More mothballs (+3)
Add 3 DD’s to the Federation mothball fleet.
Klingon options
Klingon Reluctance (-10)
The Klingons may not be at a wartime economy on turn 1. They cannot accumulate money, overbuild ships, activate mothball ships etc. They function at a limited war economy.
Forward the reserves (+4)
Activate the IWR turn 9 squadron on turn 8 instead.
Mothballs (-1)
Each active D6 placed in the mothball reserve, Klingons choose which are mothballed.
Special Mothballs (-2)
Each D6M or D6D placed in the mothball reserve.
Pre war activation (+1)
Each D6 activated from the mothball reserve before the war starts. Must be spread out evenly among the fleets. Max of one extra ship per fleet (7 total)
Klingon preparations (+6)
The Tholian boarder squadron is released on turn 1.
Drone Reserves (+5)
The Klingons have 120 points of drone bombardment stockpiled. (12 EP’s)
Tholian harassment (-4)
The Tholian boarder squadron is delayed until turn 3 or until at war with the Tholians. May not be chosen if Tholian attack is chosen.
Poor cruise drones (-3)
All Klingon drone bombardment ships lose their first point of drone bombardment paid for during the 1st 3 turns.
More police needed (-20)
Klingon E4's are needed to police the empire while not at war. All at start E4's are busy being police ships, the Klingon receives 3 per turn at no cost starting on turn 3 and lasting until all at start E4’s are deployed (turn 10 maybe 12 if some are added).
Klingon subjects. (-15)
The Klingon Empire must garrison all of its planets not in the capital system with a ship or base; any planet not garrisoned produces at the devastated rate. Note PDU's do not count as a garrison for this option. Any planet with no PDU’s and no ship does not produce at all for the Klingons.
Increased ISF (+6)
A pre war increase in the size of the ISF fleet is used to buffer the Klingons main fleet strength in time of war. Add 2 E4’s to each squadron of the IWR.
Increased Survey efforts (+5)
A D6 from the mothball fleet is converted into a survey cruiser and moved off map.
Two D6’s can be converted for a cost of +9. Each one yields an extra survey die roll.
Mothball sales (+8)
The Klingons may sell 6x D6's to the Romulans. These are subtracted from the
Klingon mothball fleet and are given to the Romulans. The Klingons receive 12 EP's
on turn 1 and the Romulans add 2 KR's to the North, West and Home Fleets.
The Klingons or the Romulans may choose this option, but it may only be used once.
Romulan options
Romulan tentativeness (+1)
The Romulans must be at a limited war economy for the first three turns they are active.
Romulan ships may enter Federation territory but may not remain outside of Romulan space until three Romulan turns have passed at limited war. Add 2 MB to the home fleet.
This means that the Romulans will not suffer economic exhaustion until turn 20.
Peace with the Tholians (+1)
The Romulans have an ironclad non-aggression pact with the Tholians and may not enter Tholian space. All ships except 1x WE and 3x SN are transferred to the West fleet.
Gorn attack (+4)
The Romulan may attack the Gorn on turn 9, The Federation may not attack the Romulan until turn 13 unless there are no Klingons inside Federation territory, but may send the 5th fleet ships into Gorn territory on turn 10, and new production starting on turn 11. The Gorn receive 6 balance points as a reaction to the Romulan buildup. The Romulan West Fleet is not released until the Romulans are at war with the Federation.
Survey Eagles (+3)
The Romulans may use scout eagles (SE) as well as SPC’s for survey duty of the unexplored provinces and the off map areas.
Slow exploration (-2)
A regular explored province becomes an unexplored province, before the game begins.
Increased exploration (+2)
Explore 1 unexplored province before the game begins.
Increased exploitation (+3)
Explore 1 unexplored minor planet before the game begins.
Klingon build license (+7)
Add 1x KR, 1x K5, 2x K4 to the Romulan build schedule.
Limited Klingon License (+1)
The Romulan may build 1 Klingon ship per turn in place of an equivalent Romulan hull.
KR for FH, K5 for SK, K4 for SEH
Better production gearing (+6)
Add 1x SP and 1x SK to the schedule for turns 7 – 9. Add to North, Home, West in order.
More Mothballs (-1)
Move an active WE/BH to the mothball fleet, at least half of the ships must be WE.
Mothball sales (+8)
The Klingons may sell 6x D6's to the Romulans. These are subtracted from the
Klingon mothball fleet and are given to the Romulans. The Klingons receive 12 EP's
on turn 1 and the Romulans add 2 KR's to the North, West and Home Fleets.
The Klingons or the Romulans may choose this option, but it may only be used once.
Increased Mothball Fleet (+1)
Add 1 BH to the mothball fleet. This option may be chosen up to 6 times.
Early activations (+1)
The Romulans may begin activating mothballed ships as soon as they are at war.
Earlier heavy escorts (+4)
The Romulans may begin building and converting SP to SPM escorts on turn 10.
KE delayed (-2)
Convert 1 KE back to a WE.
Increased KE production (+9)
Allow a second KE to be converted each turn.
Extra carriers (+5)
Replace a SP with SPB in the north fleet, this may be done three times the second is in the home fleet and the third is in the west fleet
No Warhawks (+4)
Convert the 4 WH carriers to BH, Convert 1 SP to a SPB in the west fleet and 1 SK to a SKB in the home fleet.
Module engineers (+1)
The Romulans have dedicated a small group of engineers to oversee SP and SK module exchanges. The first 2 modules swapped out each turn do not cost the 1 EP changing module fee. Does not effect the purchase of modules only the cost of swapping modules.
Increased Klingon spare parts storage (+1)
Add 2 turns worth of spare parts for the KR type ships.
Kzinti options
Firm Federation alliance (+5)
The Kzinti have a tight alliance with the Federation. The Marquis fleet, except for the CC and 5 other ships, is divided as evenly as possible between the Count’s fleet and the Dukes fleet. Use the capital assault procedure.
Federation lend lease (+6)
The Federation will allow the Kzinti to capture Fed/Kzin neutral zone hexes and may send up to 5 EP’s per turn to the Kzinti, but must pay for this by accumulating debt, which must be paid back as soon as the Federation enters the war.
No destroyers (-6)
DD’s on the production schedule and at start OB are replaced with FF’s. They could be replaced with FFK’s but it would be a –1 instead of a –6.
Marquise Rebellion (-4)
The release of the Marquise fleet is delayed 1 turn due to political factors in the Kzinti government.
Barons Rebellion (-12)
The release of the Barons fleet is delayed 1 turn due to political factors in the Kzinti government.
More CV’s (+4)
Add a CVL group (CVL+CLE+EFF) and remove a BC + CL + FF before the war begins. Maximum of three and only once per fleet.
Mothballed instead of scrapped (+5)
Add a mothball fleet of 4x FF and 3x CL, 1 of each may be activated each turn of war at a cost of 1 EP each.
Kzinti spies (+10)
The Kzinti spies warn of the attack. Allow the Barony fleet to set up in the capital hex at the start of the game.
Kzinti secondary shipyard. (+10)
The Kzinti set up a secondary shipyard, but they set it up at their capitol! This
shipyard allows them to Produce each turn:
1xBC, 1xDD(CM once CM’s are allowed), 1xFF(DW once DW's are allowed)
This extra production is permanently lost if the shipyard is destroyed.
Kzinti Fleet conversion. (+2)
The Kzinti starting on turn 5 (Y171) may choose to build 1 CC rather then 3 FF from that turns build schedule. This is an option each turn.
Early DWE’s (+6)
Using DD hulls the Kzinti may build DWE’s. Starting in Y171 The Kzinti may convert a DD into a DWE for 2 EP’s, maximum of 1 per turn and CEDS cannot be used to produce DWE’s until they are normally available.
Increased drone reserves (+5)
The Kzintis have 120 extra points of extra drone bombardment stockpiled. (12 EP’s)
Poor cruise drones (-4)
All Kzinti drone bombardment ships lose their first point of drone bombardment paid for during the 1st 3 turns.
Federation distrust (-3)
Increase the size of the Marquise garrison that must be left behind to guard against the federation by 2 ships.
Hegemony survey efforts (+3)
Convert 1 BC in the Barony to a survey cruiser, this may be done twice.
Firm Kzinti-Hydran alliance (+20)
The Hydran may go to war with the Lyrans on turn 1 instead of turn 3, all Hydran fleets except the Old Colonies Squadron and the First Fleet are released on turn 1 and the Hydrans go to a full and active wartime status. The First Fleet is released on turn 2. The Klingons may attack the Hydrans on turn 3. If the Hydrans are attacked first then the Kzinti may attack the Lyrans on turn 1 and the Klingons may attack the Kzinti on turn 3.
The release of Klingon fleets is accelerated by one turn.
Accelerated fleet buildup (+10)
The Kzinti start with their Y170 build schedule. This includes acceleration of CM and MEC build schedules.
Gorn options
Early carriers (+5)
Add a second carrier group. Remove CL, HDD, DD from the home fleet add CV, CLE, DE in the fall of Y 173.
Improved carrier operations (+8)
Allow flexible carrier groups. Rules ref 515.25
Carrier delays (-9)
Remove the PWC carrier group and replace with standard warships.
Battle fleets(-20)
Prohibit any carrier production. Does not count SCS as carriers.
Heavier cruisers (+3)
Convert a CL to a BC on turns 5 and 7
Better destroyers (+1)
Convert 3x DD to 3x BD
Increased Gorn Production (+8)
Increase the Gorn production by 1 HDD and 1 DD per turn once they go to war.
Heavier Ships (+3)
Remove 1 BD from each turns production schedule, Add 1 CL in its place.
Reduced HDD construction (-1)
Replace a HDD with a BD, max of 3 per fleet.
Weaker destroyers (-1)
Convert 3x BD to 3x DD, max of once per fleet.
Allow CVA production (+3)
The Gorn may build CVA’s.
Increased Gorn Survey (+2)
Convert 1 CL into a survey ship, remove 1 CL from the Home fleet and add 1 survey roll.
Hydran options
Fatalism (+3)
Remove all pre war construction. Both Paladin hulls are evacuated to the old colonies. Remove the 2 MB’s from the home fleet. Add 2 SB in the capital hex over planets not already containing a base. If the Hydrans are attacked on turn 1 deploy the SB’s and reduce the Hydrans income on turns 1 and 2 by 30 EP’s OR alternately set both MB up over the capitol planet. May not be chosen if they do not have 2 MB’s.
Monarch/Cartel feud (-8)
Remove both of the pre war construction CA’s (RN/DG) from the Hydran set up.
Lyran wall (-2)
Both MB’s are deployed and upgraded on the Lyran boarder. Scratch the war cruisers from the pre-war builds. Deploy 2 BATS in any Lyran boarder hex not already containing a BATS. May not be chosen if they do not have 2 MB’s
Quest for Methane (+3)
Delete a LN from the old colonies. It is converted to survey cruiser. Add 1 dice to the Hydran survey each turn. This may be done twice.
Banzai! (+12)
During the turn 3 Hydran setup move the Old colonies squadron, the Home fleet and the Expeditionary fleet to within 2 hexes of the Lyran neutral zone but not adjacent to the neutral zone. All ships of these fleets and the 2nd fleet must move into Lyran territory during Hydran turn 3 and attack a Lyran unit. If the Hydrans choose this option and the Coalition attacks the Hydrans earlier the Hydrans receive 12 balance points.
Mothballs (+6)
Add a mothball fleet of 3x LN and 3x HN, 1 of each may be activated each turn of war at a cost of 1 EP each. This is located in the old colonies.
Cartel hesitation (-6)
Delay the release of the Old Colonies squadron by one turn.
Cartel defense (+5)
Move the entire old colonies squadron to the capital when the Hydrans set up.
Later Hellbores (+1)
Convert 1x DG and 2x KN to their fusion-armed equivalents (1x RN and 2x LN)
Poor frigates (-1)
Convert 1 CR(5/2) into a HN(3-4/2)
Fight to the death (-12)
Hydran ships may not leave the capital on turn 4 or later, any ship within 6 of the capital must move to the capital as quickly as possible.
Coalition Spies (-10):
Hydran war plans are leaked to the coalition. The Hydran fleets must be set up immediately after the Klingon fleets on turn 1. May not be chosen if the no attack option is used.
Firm Kzinti-Hydran alliance (+20)
The Hydran may go to war with the Lyrans on turn 1 instead of turn 3, all Hydran fleets except the Old Colonies Squadron and the First Fleet are released on turn 1 and the Hydrans go to a full and active wartime status. The First Fleet is released on turn 2. The Klingons may attack the Hydrans on turn 3. If the Hydrans are attacked first then the Kzinti may attack the Lyrans on turn 1 and the Klingons may attack the Kzinti on turn 3.
The release of Klingon fleets is accelerated by one turn.
Colonial Research Center (+2)
The Old colonies count as the Hydran home world for generating XTP’s (so they always get their 5 XTP’s for having their homeworld)
Lyran options
No trimarans (-15)
Lyran ships are unchanged except the trimarans represent new ships not conversions. Conversions to trimarans are not allowed, but they may still be built from scratch.
Not so far stars (+1)
Allow the Lyrans to place 1x CA, 1x CL, 1x DD, 1x FF from the Far stars fleet in province 0103.
Early maulers (+4)
The Lyrans may begin conversion and construction of STT on turn 1.
Pre war bases (+7)
Place Lyran BATS in 1208 and 1708
Fortified boarder (+6)
The Lyrans attempt to fight a one front war. Replace the BATS in 0212 and 0413 with SB. The Lyrans may not attack the Hydrans unless the Hydrans attack the Lyrans or unless the Hydrans attack the LDR.
The southern neutrals (-6)
The Enemy’s Blood Duchy declares itself neutral in the war with the Kzinti. The following rules apply. Ships of the EBD cannot leave the EBD. Income from the EBD is still added to the Lyran treasury. Lyran ships may be sent to the EBD for conversion and repair. The EBD will not become active unless the Hydrans attack the EBD or the LDR or unless the Lyran capital is attacked.
Cruiser production (+9)
The Lyrans are a very powerful race, adding a CA to the spring and fall production schedules could be reflect this, matching Federation and Klingon cruiser production. As an option this could be done for no cost if the production schedule is reduced by 1x CW and 1x DW per turn
Forward deployments (+9)
Move the Far stars fleet to the Red claw territory but not within 3 hexes of the boarder.
It is released on turn 1 to attack the Kzinti
Far stars delay (-3)
The far stars fleet is delayed one turn.
Production delays (-8)
Convert the at start DN to a CA and Enemies blood BC to a CL
.
Lyran LDR cooperation. (+3)
The Lyran may send 1 crippled ship (CA or smaller) per turn into the LDR. This ship
is taken by the LDR and a ship slightly smaller but uncrippled is sent by the LDR to
the Lyran capitol. CA gets a CL or CW. CW gets a DW. DW or CL gets a DD. DD gets a FF. a FF gets 1.5 EP.
Trimaran warships delayed (-1)
Convert a CW to a DD or a DW to a FF.
DWE delayed (-6)
No DWE’s may be built or converted until Y 173.
Extra survey efforts (+4)
Convert 1 cruiser in the Far Stars fleet to a survey ship.
Allow CVA production (+3)
The Lyran may build CVA’s.
Improved carrier operations (+10)
Allow flexible carrier groups.
Early carrier deployment (+6)
The Lyrans may begin building CVL’s, CWE’s and FFE’s on turn 1, the availability of other carriers is not changed.
More conversions (+8)
Allow a second major conversion each turn. (This will require building a 2nd starbase)
By Christopher E. Fant (Cfant) on Tuesday, June 17, 2003 - 04:47 pm: Edit |
Some of those are far too cheap this one for example:
Forward deployments (+9)
Move the Far stars fleet to the Red claw territory but not within 3 hexes of the boarder.
It is released on turn 1 to attack the Kzinti
That should be around 15 I think.
By Joe Stevenson (Ikv_Sabre) on Tuesday, June 17, 2003 - 04:47 pm: Edit |
Looking through them, I'm reminded how much the balance options need to be reexamined.
Joe
By Edward Reece (Edfactor) on Tuesday, June 17, 2003 - 04:51 pm: Edit |
I did my best along with help from people on the board and the friends I play with. Its a tough job and many of the options are very subjective. The far stars option at 9 is an example I doubt I would care very much for that option if I were the Lyran unless it was cheaper then it is now.
By Joe Stevenson (Ikv_Sabre) on Tuesday, June 17, 2003 - 04:54 pm: Edit |
Ed,
I'm not knocking you, I'm knocking most of the values that are listed in the books.
Joe
By Edward Reece (Edfactor) on Tuesday, June 17, 2003 - 06:04 pm: Edit |
Sorry Joe, I was agreeing with you. I was just saying I did a fair amount of work on those and I can see how many of my values can be argued with. It would be nice to have a good list of options and a consensus on their values.
By Alan De Salvio (Alandwork) on Tuesday, June 17, 2003 - 06:52 pm: Edit |
You should distinguish between published balance options, modified published balance options, and proposed new balance options. Then we can discuss a basis for the cost of balance options in general.
By Joe Stevenson (Ikv_Sabre) on Wednesday, June 18, 2003 - 12:00 am: Edit |
I agree with Alan.
Joe
By John Smedley (Ukar) on Thursday, June 19, 2003 - 12:18 pm: Edit |
Advertisement:
I have posted a revised version of my advanced admirals rule in the F&E stellar shadows section. I have updated it to be consistant with the published AO admiral rules (the previous version was based on the playtest rules for admirals). Please Comment.
http://www.starfleetgames.com/discus/messages/37/196.html?1056034346
By Eric Stork (Merchant) on Wednesday, July 16, 2003 - 11:29 pm: Edit |
Edward Reece,
Are you still going to relist your work? Perhaps you could start with General Balance Options only.
By John Colacito (Sandro) on Thursday, July 17, 2003 - 01:08 am: Edit |
I propose that we re-evaluate ALL the balance options “official” or not since, IMHO, some of the published items are in need of revision as well. Thus I don’t see a point in Ed re-listing all the options but I do think we should break down the list somehow. This would make it easier for us to argue...er, I mean "discuss" the various balance options.
Let's start with “General Options” like Eric said.
- Extra Admiral: I've never really needed that extra admiral, he's not worth +12? No way. I might buy one if he cost much less.
- Rapid PF deployment: should this be worth more than +4?
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