Mica Goldstone
Since the start of Phoenix, Stellar Cartography has been a sort of hit and hope system - you initiated the project, you completed it, looked at what you have found.
Stellar Cartography has proved to be more popular than expected and on account of the above, more frustrating than anticipated.

From this point forward I will change the system.

Stellar Cartography Techs will no longer be 1000mu in size. They will have a variable size. When initiated or enquired about, the size and definite result of the project will be given. This will either be the mapping required to the nearest star or the maximum size of a region of space that can be effectively mapped within a two year period, i.e. 10,000mu's.

Example
Special Action:
Investigate Stellar Cartography for the Flox System.
Result:
Stellar Cartography - Flox I (9826) - 4000mu
This will map the route to the Jybob system.

This is preferable to doing stellar cartography I - III and getting no results. In some circumstances, I will list a star as uncharted - this will give players the opportunity to submit a list including a system name and some planet name suggestions - though I reserve the right to veto the names (I will have my reasons, which may be due to somebody else getting there first; an ongoing plot; to stop players discovering that the uncharted system is actually an existing system that they should not know about in-game; or simply that I think that they are naff tongue.gif ).

Example
Special Action:
Investigate Stellar Cartography for the Dufus System.
Result:
Stellar Cartography - Dufus I (9829) - 10000mu
This will map the region around this star but will not map a route to any star. This project must however be completed in order to investigate Stellar Cartography - Dufus II.


This mean that players can decide to sack of stellar cartography for Dufus as they do not want to bother spending two years and still not be certain they will ever find anything.

I hope this meets with players' approval.

If you are currently involved in an ongoing project, submit a special and I will modify it (for free, but if all come at once, I will have to defer them in favour of paying specials).
FLZPD
QUOTE (Mica Goldstone @ Apr 6 2005, 02:48 PM)
This mean that players can decide to sack of stellar cartography for Dufus as they do not want to bother spending two years and still not be certain they will ever find anything.

In this example, if the stellar cartography didnt find anything, is that conclusive proof that nothing will link to that system? ie. once youve done that stellar cart and found nothing, then there is no point in doing Stellar Cart - Dufus 2.

Mark
Steve-Law
Do we have to specify what we are looking for in the Special Action? (because obviously we won't know what we are going to find in most cases). If not how will you choose what we do look for?

If you see what I mean. Not sure if I like it or not. Initial reaction was not, but need to think about it. (If we can tell there is or isn't anything worth researching from one SA then that's probably good, as we usually need a SA to kick off Stellar Cart. anyway)
Steve-Law
What's the intended result of this change btw?
FLZPD
QUOTE (Steve-Law @ Apr 6 2005, 04:20 PM)
Do we have to specify what we are looking for in the Special Action? (because obviously we won't know what we are going to find in most cases). If not how will you choose what we do look for?

If you see what I mean. Not sure if I like it or not. Initial reaction was not, but need to think about it. (If we can tell there is or isn't anything worth researching from one SA then that's probably good, as we usually need a SA to kick off Stellar Cart. anyway)

My initial reaction was the same too - I didnt like it. Personally, I like the "hit and hope" risk factor and Id far rather do a lot of "small" 1000mu projects, each with a chance of finding something than a giant 10,000mu project and wait 2 years to get a result.

The new method also seems to tell you the result of the research (it tells you the system you will find), in advance of doing it. I know this is like the normal research (research reaction drive technique and you can do xxx), but again I dont like that lack of risk/surprise at what you find (or dont!).

Part of me also suspects there will be far more multi-thousand mu stellar carts, than sub-thousand ones....so that the change is to slow down research, but give a guaranteed result. I hope that isnt the underlying assumption with the new system?

Mark
Dan Reed
in general, I'm not averse to this change - after all, you will know what the nearby stars are, and will have named/catalogued them. Yes, it takes away the "wonder if" element, but brings SC research closer to how a coherent research project would be structured.

In some ways, it's a pity that some of the principles didn't have variable MU's too, but it's far too late for that...

Dan
Mica Goldstone
QUOTE
In this example, if the stellar cartography didnt find anything, is that conclusive proof that nothing will link to that system? ie. once youve done that stellar cart and found nothing, then there is no point in doing Stellar Cart - Dufus 2.
You only know prior to the start of Dufus I that it will not achieve anything. You cannot get an answer to what Dufus II will give until you have an installed copy of Dufus I. The question is, is it worth the hassle?

QUOTE
What's the intended result of this change btw?
Reasonably disgruntled feedback from players. There are some out there that have surpassed level III in multiple systems. While this has cost a lot of real money, I cannot take this into consideration when I repeatedly return negative results. If a player cannot see a brick wall, they can't help repeatedly banging into it . sad.gif

QUOTE
than a giant 10,000mu project and wait 2 years to get a result
You will know prior to starting the cartography if it will be successful. This makes it closer to other research projects. When you complete research into a blueprint, you do not have to test to see if it works once you finish it.
HPSimms
What about speculative research to see if there is an accessable system that you don't know about - unless I have misunderstood it this does not appear to have been covered.

One thing is certain, this change would slow down expansion more than somewhat.

Geoff
finalstryke
QUOTE (HPSimms @ Apr 7 2005, 10:51 AM)
What about speculative research to see if there is an accessable system that you don't know about - unless I have misunderstood it this does not appear to have been covered.

hmm - run around and do a single SA in every system you know about in order to see if your missing anything obvious?

sounds good.

Some of the results might be a 'maybe', which means you'd have to do the research and then re-issue the SA, before learning about the new system / previously unknown link second time around?
FLZPD
QUOTE (Mica Goldstone @ Apr 7 2005, 07:23 AM)

QUOTE
What's the intended result of this change btw?
Reasonably disgruntled feedback from players. There are some out there that have surpassed level III in multiple systems. While this has cost a lot of real money, I cannot take this into consideration when I repeatedly return negative results. If a player cannot see a brick wall, they can't help repeatedly banging into it . sad.gif


Mica,

Now that Ive had some of the new SC costs back, can you please confirm that the new costs are identical to what it would have cost under the old system? For example, if a Stellar Cart is now 4000mus, then under the old system you would need Stellar Cart level 4 to have achieved the same results?

Mark
CNF_PD
Hi,

I'm not opposed to flagging brick walls of stellar cartography (heck i imagine ive rammed into a few before now i reckon) - however, I do see the following problems with this change:

- Speculative projects : Whats to stop someone starting stellar cartography in every system or vital / sensitive systems with say 1 complex converting at 5000 points. They will know definitively which systems to do research in and can then concentrate on working in those systems alone. At the moment you have no idea if it will be worthwhile so its a complete gamble which you work in pretty much, sometimes it will pay off at the end of a project and sometimes it wont. If you are then saying that sometimes it wont be told what systems are linked at all then how is this different to now apart from hiking up the time to do it?

- Achievement : There is a sense of achievement at having obtained a high stellar cartography tech level, even if th previous 8 techs didnt get anything knowing that 9th gave you something against the odds is worthy of an achievement (well it is to me)

Just my thoughts,

Ewan.
Dan Reed
But is that a problem? RIght now, you only find out that (for example) Stellar carography IV for a system gives you a new system once you've completed the four techs. This way you find out in advance and get the choice as to whether you want to commit a lot of time and stellars to getting a new system, or research other stuff instead.

One other advantage, is that you minimise the physical number of stellar cartography techs in the game data - otherwise the number of them will quickly get to the point where they outnumber the rest of the technology

Dan
CNF_PD
QUOTE
RIght now, you only find out that (for example) Stellar carography IV for a system gives you a new system once you've completed the four techs. This way you find out in advance and get the choice as to whether you want to commit a lot of time and stellars to getting a new system, or research other stuff instead.


Of course its a problem. Currently you have no idea, no matter how many techs you do, if you are going to be successful. If you know in advance you will be succesful or not then what are you going to do? Do the research anyway or stop right there and start on a system you know will have something off of it. Whilst that sounds ok for your own systems then what about if an enemy affiliation uses this to pinpoint your hidden/restricted systems, all they have to do is initiate a project with 1 complex in each system and then they will know exactly where they need to spend their time and money to get to you in the least amount of time.
Dan Reed
but they don't know who (if anybody) is in a system - sure they can draw a conclusion from who owns the system, but there's no guarante that it's going to be a correct guess - take Demon as one example - off of enigma but it wasn't the Enigma claimants that found it first.

You're looking on this as stellar cartography as a defence against your enemies, rather than the method of finding ways to stars that you can see on a ship's viewscreen, and know that they're close by (and therefore likely to have an ISR link somewhere)... I did too, until the fact that Inferno was a common system let the FLZ scout ship out of Battlefield to tell the world where the system was. Now I work on the assumption that sooner or later, somebody is going to find their way in.

Dan
Dan Reed
Another thought just occured to me - what kind of SA result do you get when the SC (1) would ordinarily give you knowledge of a wormhole or stargate, or the ability to produce stargate keys (or manipulation). Yes, the stargate links are relatively well known now, but that doesn't mean that there won't be more somewhere, or that high levels of SC won't reveal additional links through the stargate!

At the Blackpool meet, there was a conversation around making the link itself the restricted knowledge - a major rework of the game code no doubt, but giving much more flexibility for stellar cartography (for example, discovering a shortcut - say Titan to Straddle in only one jump, or a link from Audrey to Madonna). Not sure if it's been consigned to the "nice idea, but too much work for now" pile...

Dan
CNF_PD
No I am working on the basis that people do find out the names of systems completely out of character sometimes through out of character banter, slips, players changing sides, pubmeets and everything else.

Now the other affiliations will not have political knowledge of the system so they cant pass it on or get there but if they are able to do an sa in each system all they have to do is find one which says its going to the right named system and bingo they can pile a couple of hundred research in there... now they didnt know it in character but it doesnt stop people working off the knowledge they have aquired out of character... Previously it was impossible to do this as you simply didnt have any idea baout the project until it had finished.
Dan Reed
then perhaps the best thing is for the SA result to tell you that you will reach a system with X MU's of research, but not tell you the system name until you have done it? Preliminary results from the "conversion" SA's make it look to me like Mica's already doing this in sensitive areas....

Dan
CNF_PD
Well if you only ever get a system name in a non-sensitive area then that kind of gives the game away too
Dan Reed
what I mean by a "sensitive" area - and I'm only going on one datum (no prizes for guessing where) - would be (for example) the Imperials trying to look in your space, or you trying to look in their space. In your space, you would get told the system name, but the Imperials wouldn't (and vice versa)

The change might also put people off of trying to get to the restricted systems, if the effort is too much! When you're doing a chain of SC projects, any one of which might give you the next enemy system, there's always the tendency to think "just one more" - purely because you've already invested so much effort into SC in that system already. If you get told up front that you'll need to research 6,000MU's worth to get to a system, you might very well decide it's not worth the effort and go looking elsewhere

That does (of course) depend on how much it costs to do the research in a given system. But as long as Mica doesn't increase the mass required for the systems already known about by somebody, there is no difference in the research effort required - so with some safeguards over system names (which is a valid point), I'd say that the change is on balance a good one

Dan
FLZPD
QUOTE (Dan Reed @ Apr 7 2005, 11:28 PM)
That does (of course) depend on how much it costs to do the research in a given system. But as long as Mica doesn't increase the mass required for the systems already known about by somebody, there is no difference in the research effort required - so with some safeguards over system names (which is a valid point), I'd say that the change is on balance a good one

I await Mica's comments on whether overall SC costs have gone up as a result of this change before deciding if this is a good change or not. if an SC is now 4000mus, did that mean under the old method it would have taken SC level 4 to find the same system?

Mark
Mica Goldstone
QUOTE (CNF_PD @ Apr 7 2005, 10:58 PM)
No I am working on the basis that people do find out the names of systems completely out of character sometimes through out of character banter, slips, players changing sides, pubmeets and everything else.

Now the other affiliations will not have political knowledge of the system so they cant pass it on or get there but if they are able to do an sa in each system all they have to do is find one which says its going to the right named system and bingo they can pile a couple of hundred research in there... now they didnt know it in character but it doesnt stop people working off the knowledge they have aquired out of character... Previously it was impossible to do this as you simply didnt have any idea baout the project until it had finished.

In certain circumstances, such as when the information is sensitive, the stellar cartography project simply states:

The project will map the route to an uncharted star - 3 Jump Distance - 4000mu's.

I can even see when players know this information so while the above information may be given to one player, another may get this.

The project will map the route to the Constantine System - 3 Jump Distance - 4000mu's.
This may be the case when they already have access to the Restricted system Constantine, as they have completed Stellar Cartography within a nearer system.

I can however understand players being a little narked if any position can request the information regarding stellar cartography in any system without some initial investment.

Would players prefer it if special actions requesting the information required the exhaustive use of a generic mapping programme blueprint or some other item such as a scanning array?
Mica Goldstone
QUOTE (FLZPD @ Apr 8 2005, 08:42 AM)
I await Mica's comments on whether overall SC costs have gone up as a result of this change before deciding if this is a good change or not.  if an SC is now 4000mus, did that mean under the old method it would have taken SC level 4 to find the same system?

Mark

Nope, if it cost you 3 projects, to get to the first star, then it will cost those following 1 project of 3000mu's to get there. If you got there in 1 project then they will need 1 project of 1000mu's.
In the past, where useful info can be found about links, this has been translated into bonus mass added to the research project, not a change in the size of the project. I see no reason to change this practise.

The only difference is that in the past you would have had multiple rants, each louder than the last about spending money and not getting anywhere (despite the results saying that you are less likely to find something, still convinced that a GM would not allow you to spend seven consecutive projects achieving fook-all), now you can have a bit rant right at the beginning and sack of stellar cart for the system and look somewhere else. wink.gif
FLZPD
QUOTE (Mica Goldstone @ Apr 8 2005, 08:45 AM)
Would players prefer it if special actions requesting the information required the exhaustive use of a generic mapping programme blueprint or some other item such as a scanning array?

Perhaps stellar cart data could only be achieved once a certain number of research complexes was built in that system?

Mark
Mica Goldstone
QUOTE (FLZPD @ Apr 8 2005, 08:49 AM)
Perhaps stellar cart data could only be achieved once a certain number of research complexes was built in that system?

Mark

Not a bad idea. Anyone else care to comment.
FLZPD
QUOTE (Mica Goldstone @ Apr 8 2005, 08:48 AM)
The only difference is that in the past you would have had multiple rants, each louder than the last about spending money and not getting anywhere (despite the results saying that you are less likely to find something, still convinced that a GM would not allow you to spend seven consecutive projects achieving fook-all), now you can have a bit rant right at the beginning and sack of stellar cart for the system and look somewhere else.  wink.gif

I have never ranted about failed SCs. Ive asked you about one, because I had SA data that I thought said something different, but my misunderstanding was cleared up. if you thought I was ranting about it, then I apologise (though I never thought a single email query was a rant).

I would suggest that this is not the only difference. The big difference is that now you know, with absolute certainty, that if you do a 4000mu project you will find a new system (whether you know its name or not). In the past most people would have given up by then, now they may well persevere.

Mark
finalstryke
Just think of all those nice 'restricted' systems packed full of resources and hardly a defence to be seen smile.gif

I guess in the longer term it'll mean that the affs which currently have more restrictied systems than others will have to spend an equal proportion of their resources on defences, as compared to affs who's systems are all fairly well known.

In the mid term - it might just take a one-complex research base to learn that there is a new link to find - but it's going to take a much larger base and a lot more time to actually complete the research - this gives those affs who want to keep their secrets a secret a big incentive to keep up their patrols / scouts in the meantime.

Big difference between your enemy knowing about a link, and actually building a large research facility in your space and finishing the tech.

And imagine the fun of discovering an enemy base on an asteroid in your space, sending in an op and realising they only have 2 mths left of a very expensive project - and then blowing it out of the air - significant defences will just raise the chances of the base being discovered smile.gif
ptb
QUOTE (Mica Goldstone @ Apr 8 2005, 09:48 AM)
The only difference is that in the past you would have had multiple rants, each louder than the last about spending money and not getting anywhere (despite the results saying that you are less likely to find something, still convinced that a GM would not allow you to spend seven consecutive projects achieving fook-all), now you can have a bit rant right at the beginning and sack of stellar cart for the system and look somewhere else. wink.gif

Unless of course you go through with it and spend two years of your life and a special action on the basis that you'll get something with the next one....

Personally i'd rather spend the £1.70, However i like that fact you'll know you'll get something for the other cases, so I think this is a better system than what we have, of course i've only attempted one stellar cartography so far and i doubt it'll find anything.

QUOTE
Perhaps stellar cart data could only be achieved once a certain number of research complexes was built in that system?


As long as you have to have at least one, and it's staffed, i'd be happy, i don't think a ship should be able to jump into a system and find out though.

Alternativly you could have a small research, like a blueprint that doesn't need a techique, that told you what you'd get from the stellar cartography. That way you'd have to at least have spent the time to research that and not just be building single complex outposts everywhere to find out. Secondly it makes sense, to me anyway, that your scientists will have actually needed to spend some time in the system. Obvoiusly you'd only need one prior to mk I stellar cart smile.gif
HPSimms
QUOTE (ptb @ Apr 8 2005, 11:28 AM)
QUOTE
Perhaps stellar cart data could only be achieved once a certain number of research complexes was built in that system?


As long as you have to have at least one, and it's staffed, i'd be happy, i don't think a ship should be able to jump into a system and find out though.

Alternativly you could have a small research, like a blueprint that doesn't need a techique, that told you what you'd get from the stellar cartography. That way you'd have to at least have spent the time to research that and not just be building single complex outposts everywhere to find out. Secondly it makes sense, to me anyway, that your scientists will have actually needed to spend some time in the system. Obvoiusly you'd only need one prior to mk I stellar cart smile.gif

I like the Blueprint on the ship doing them SA idea. Just make the BP's System Specific so you need to do one for every system you are going to snoop in biggrin.gif

Geoff
FLZPD
QUOTE (ptb @ Apr 8 2005, 10:28 AM)

Alternativly you could have a small research, like a blueprint that doesn't need a techique, that told you what you'd get from the stellar cartography. That way you'd have to at least have spent the time to research that and not just be building single complex outposts everywhere to find out. Secondly it makes sense, to me anyway, that your scientists will have actually needed to spend some time in the system. Obvoiusly you'd only need one prior to mk I stellar cart smile.gif

Im not keen on the blueprint idea, simply because it ties up even more research complexes; it makes getting SC even longer and harder than they are already.

Mark
Thomas Franz
In general I like the proposed changes
- knowing up front what you get in most cases)
- varying masses of pieces of tech depending on difficulty
very much since they allow you to plan your SC research, wage one project against another etc whereas the old system was a gamble in my view that became worse and worse the higher the marks of the SC tech.

I can see the reservations that have been put forward though since allowing ship based SAs o find out strategical information (which SC certainly is) is an issue and I think Mica would get quite some flames over this instead...
So I think it is a good idea to require some sort of a starting project to actually require some sort of work in mapping the surrounding stars - makes sense to require this in order to determine how much work it is to find a path.

How about making level 1 stellar cartography (system specific, always 1000 Mus) this sort of base information that you need, and everything after that as suggested by Micas initial post?
The level 1 cartography should also reveal all obvious systems as well (anything that would be revealed by a current mkI SC, most likely 1 jump distance), an SA would still be neccessary to start the project. The SA can be ship based (followed by a free SA to start the restricted project in the system) or of course can be done at a research facilty directly. The SA result should set player expectations correctly without revealing too much, I think it should state either of the following:
- the level 1 SC survey will reveal nothing but will provide base information neccessary for more specific followup projects.
- the level 1 SC survey will reveal a uncharted system and will provide base information neccessary for more specific followup projects.
Of course Mica should give the system name that might be found under special circumstances, and this all is based on the assumption that a system found by level 1 SC is really obvious to find, the type of system where a current SA scanning the surrounding space for any obvious stars would reveal a likely candidate.

to give a few examples:
1) level 1 system survey SA result:
the project will reveal an unchanted system and will provide base information neccessary for future projects.
level 2 followup project SA :
the project - 4000 mus - will reveal an unchanted system
2) level 1 system survey SA result:
the project will reveal nothing but will provide base information neccessary for future projects.
level 2 followup project SA:
the project - 1000 mus - will reveal an unchanted system
3) level 1 system survey SA result:
the project will reveal nothing but will provide base information neccessary for future projects.
level 2 followup project SA:
the project - 5000 mus - will reveal nothing and the scientists believe there is nothing to be found here, however they need to finish the project in order to be certain.
4) level 1 system survey SA result:
the project will reveal nothing but will provide base information neccessary for future projects.
level 2 followup project SA:
the scientists are certain there is nothing to discover, no stars have been found within range so there are no possible jump links to be researched from here.

There might be some cases where a secret system might have been found by level 1 SC and it really should not have been (e.g. lots of SAs that tell you you need to do research to find a system and level 1 revealed it) then this should not be revealed with a level 1 cartography since it in fact would have been level 1 (1000 Mus) followed by level 2 (3000 Mus), but Mica decided to allow level 1 reveal it due to the SAs. This should certainly be followed up with Mica and chaned to fit in the new system, but in general a level 1 SC link should be rather easy to find out about beforehand I think.


Thomas
ptb
QUOTE (FLZPD @ Apr 8 2005, 12:39 PM)
Im not keen on the blueprint idea, simply because it ties up even more research complexes; it makes getting SC even longer and harder than they are already.

Mark

How about a blueprint that tells you what you'll get but to get it you have to 'upgrade' it to the stellar cartography? (so you get a 100mus of research and lose the blueprint)
Dan Reed
QUOTE (HPSimms @ Apr 8 2005, 11:19 AM)
QUOTE (ptb @ Apr 8 2005, 11:28 AM)
QUOTE
Perhaps stellar cart data could only be achieved once a certain number of research complexes was built in that system?


As long as you have to have at least one, and it's staffed, i'd be happy, i don't think a ship should be able to jump into a system and find out though.

Alternativly you could have a small research, like a blueprint that doesn't need a techique, that told you what you'd get from the stellar cartography. That way you'd have to at least have spent the time to research that and not just be building single complex outposts everywhere to find out. Secondly it makes sense, to me anyway, that your scientists will have actually needed to spend some time in the system. Obvoiusly you'd only need one prior to mk I stellar cart smile.gif

I like the Blueprint on the ship doing them SA idea. Just make the BP's System Specific so you need to do one for every system you are going to snoop in biggrin.gif

Geoff

If people are worried about others getting the info by SA, how about requiring an active observatory complex to allow SC to be started/progressed? I'm sure that the profile etc. can be set appropriately smile.gif

Dan
FLZPD
QUOTE (ptb @ Apr 8 2005, 01:03 PM)
QUOTE (FLZPD @ Apr 8 2005, 12:39 PM)
Im not keen on the blueprint idea, simply because it ties up even more research complexes; it makes getting SC even longer and harder than they are already.

Mark

How about a blueprint that tells you what you'll get but to get it you have to 'upgrade' it to the stellar cartography? (so you get a 100mus of research and lose the blueprint)

Thats sounds better, although it still means a stealth ship can enter a system do the SA and get tactical data.

I far prefer having to make an investment in a system to find out if there is a link there to a new system. That could simply be achieved by Mica only giving the SC results (via SA as normal) to a position that has xx research complexes. How any complexes is debatable - could be 10 complexes...could be variable based upon the system being explored.

It keeps it as a fairly big investment, with versitility and without the need to create new in-game items,bps or complexes to cover the issue.

Mark

ptb
QUOTE (FLZPD @ Apr 8 2005, 02:28 PM)
Thats sounds better, although it still means a stealth ship can enter a system do the SA and get tactical data.

It keeps it as a fairly big investment, with versitility and without the need to create new in-game items,bps or complexes to cover the issue.

I acutally ment a blueprint thats specific for that system (and would have to be researched into it), but i agree it still means added new things.

Although i quite like Thomas' idea of level one stellar cart being a fixed size and just telling you what you get.

MasterTrader
I'm very much in agreement with the idea that an initial research project should be needed to tell you whether there is anything to be later researched. I also agree that whatever size this initial research is (whether it is a blueprint, a 1000 MU technique, or some other size, e.g. 500 MU's), this should effectively be the firxt X MU's of the full research cost (i.e. reduce the size of the next technique by that amount).

Richard
AFT
Mica Goldstone
So the general consensus is:

All level 1's are 1000mu.

Information is only given out at the completion of level 1, i.e. you have no idea what will be found out till completion.

Beyond level 1 project sizes are variable amounts, but information regarding the size of the project and the information returned upon its completion will be detailed at the start of the project.
ptb
QUOTE (Mica Goldstone @ Apr 11 2005, 09:08 AM)
Beyond level 1 project sizes are variable amounts, but information regarding the size of the project and the information returned upon its completion will be detailed at the start of the project.

I was thinking that would be detailed on completetion of the previous project. (so the point of the level 1 tech would be to detail what you get when you start real research)
Mica Goldstone
Okay:

Level I - 1000mu.
No speculation special action, always an initiation project through a starbase with research complexes, i.e. Begin Research into SC using X complexes, with Y conversion.
Result:
You have started research. This will map 0/X Links (no system names given, except under unusual circumstances).

Completion Special Action for all SC's:
Info on links added (If appropriate).
Info regarding next level given (system links etc) and project size listed.
Info allowing this project to be started added.
Frabby
I think this goes to show that while we do have principles, techs and blueprints, the current research rules are focused on production. The rule that these items actually do have a mass and represent physical items only makes sense when you consider BPs to be add-on modules for factories etc.

There's a wide field of "knowledge" in the game: Items, Starbases, Systems, Planetary Bodies, even Jump Links. Information gathering through research has no rules so far. What exactly are the physical components of a Stellar Cartography research supposed to look like?
I think any work has to start here. Mica's comments on new rules are modifying an unsuitable rules system (the one for items) to make it useable for information. I think the same amount of work would be better used in completely new rules.
Mica Goldstone
We have always considered blueprints to be add-ons to factories (from the rulebook):
Blueprints are needed to build items that are not classified as common. They are also used to build ships and train troops to advanced levels. They may also be required for the exploitation of rare resources. They therefore represent a unique set of equipment including schematics and the basic processing equipment needed to produce specialist aspects of the item such as widgets. It is not just a load of data.

Therefore:
Stellar Cartography is the construction of bigger and bigger scanning arrays in order to map the finer points of subspace in the surrounding regions of space.
The size represents building projectors that can make higher energy subspace particles capable of achieving quantum entanglement at larger distances before decay and by producing more particles in order to investgate routes (the fastest distance between two points is rarely a straight line).

Once it has mapped all the surrounding space out to the limit defined by the size of the array, scanning further requires an even bigger array, actually an array add-on or possibly an array designed to map the route within a specific region of subspace - subspace is anything but uniform, so there is no reason to presume that all regions can be scanned using the same array.
ptb
QUOTE (Mica Goldstone @ Apr 11 2005, 10:24 AM)
Completion Special Action for all SC's:
Info on links added (If appropriate).
Info regarding next level given (system links etc) and project size listed.
Info allowing this project to be started added.

That makes sense to me. Alternativly you could make getting the relevent information or starting the next level a special action, just to make sure it can only be done with the previous versions avalible and the like and to keep the special actions inline with what we have atm.
Frabby
Radical new idea:

Scrap all higher marks of Stellar Cartography. Instead, require multiple Stellar Cartography projects to be present.
I.e. a starbase possessing Stellar Cartography - Yank mk I to mkIV tech would be changed to have 4 copies of Yank Stellar Cartography. If a fifth copy is researched, the starbase would be considered to have SC-Yank knowledge level 5.

A special action checking stellar cartography results is then simply checked for the number of SC techs available - each single copy represents one level of knowledge. As before, the likelyhood of actually finding new jump routes trails off with increasing numbers.

Advantages:
- Only one Tech item required per system
- Actually requires the tech to remain at the starbase

Neutral aspect:
- Scientists on SC become more valuable. Before, they were only useful for the very next step; under the new rule they would remain equally useful for further levels (copies) of the SC tech.

Drawback:
- Automatic +2 modifier to research after first project. However, this could be taken into account by raising old levels by one step (i.e. a previous mkIII find is now classed as level IV).


EDIT: The same approach could be taken to all knowledge type research where progressive levels simply need to be researched and do not require any other tech except the previous level of the same tech.
Is it possible to change the program so that multiple copies of the same principle/tech are counted as requirement for research from it?
Example:
Supertanks BP requires Tanks mkII tech to research.
Assume Tanks mkII is altered to mean Tanks (level 2), i.e. two copies of Tanks.
Could the research routine be altered to check for the number of available Tanks tech, and give -7 to the research per Tech copy missing?
ptb
QUOTE (Frabby @ Apr 11 2005, 01:11 PM)
Radical new idea:

Tooling time for techniques is too short though. Imagine that you have 5 outposts in a system all doing 100mu a week then you ship them all to one place and have a mark5, much much quicker than everyone else has been able to in the past
Frabby
Good point.
A possible solution would be to raise Stellar Cartography from Tech to Pinciple.

Perhaps it is not so much of a problem anyways: Just think of the costs involved in building those 5 outposts and manning the research complexes at 1.5 times normal wages. If an affiliation is desperate enough to waste this amount of stellars and complex modules then I'd say they're fully entitled to gain research at 5 times the speed. They may still be hitting the proverbial brick wall.

Generally, with only a single item number used for the tech, I'd imagine Mica having no problem with people stacking dozens and dozens of tech levels anyways. I believe his original concern was the amount of item numbers being allocated to SC tech.
Thomas Franz
QUOTE (Frabby @ Apr 11 2005, 12:11 PM)
Radical new idea:

What problems does this suggestion address? If I am not missing anything it is just a simplification of the old system, right?

Thomas
Mica Goldstone
QUOTE
Scrap all higher marks of Stellar Cartography. Instead, require multiple Stellar Cartography projects to be present.

It still comes down to production rather than time.

We could however make it so that SC Techs can't be untooled, i.e. immovable, just like complexes and in fact would look like large arrays. It does stand to reason if they are calibrated to a specific location and further developments are unique add-ons. Then we can still have 1 SC tech per system and require multiple amounts. This will definitely solve a lot of issues.
The latest one being that one player knows about a jump 3 link through other means but as others do not he has to complete the next project and issue a special action at the end. With the above method I can allow him to leap-frog to the first unknown system, which would mean getting 4 or 5 SC's and save him a handful of specials.

All in all, this sounds like the winner.
Thomas Franz
QUOTE (Frabby @ Apr 11 2005, 12:11 PM)
Advantages:
- Only one Tech item required per system
- Actually requires the tech to remain at the starbase


Higher mk SC already has all lower marks as prereqs, so they need to remain at the research base already.

Thomas
Andy
So in summary we have to research multiple SC techs that are permanently tooled at a base.

A base has to do at least 1 SC tech to find if it is worthwhile continuing research
- SC1 may tell you if any jump links have been found for level1
- SC1 may tell you how many techs are required to find a system
- SC1 may tell you how many techs are required to do a scan of the surrounding region of space (9 additional techs ie 10kMu research project)
- SC1 may tell you if there is any point continuing research.

If there are more than one system linked to the current system then the first system has to be found first and then another SC project must be finished and the whole process starts again.

I assume that stargate key bps and manipulation bps will be moveable?

Andy

Thomas Franz
QUOTE (Mica Goldstone @ Apr 11 2005, 12:54 PM)
QUOTE
Scrap all higher marks of Stellar Cartography. Instead, require multiple Stellar Cartography projects to be present.

It still comes down to production rather than time.

We could however make it so that SC Techs can't be untooled, i.e. immovable, just like complexes and in fact would look like large arrays. It does stand to reason if they are calibrated to a specific location and further developments are unique add-ons. Then we can still have 1 SC tech per system and require multiple amounts. This will definitely solve a lot of issues.
The latest one being that one player knows about a jump 3 link through other means but as others do not he has to complete the next project and issue a special action at the end. With the above method I can allow him to leap-frog to the first unknown system, which would mean getting 4 or 5 SC's and save him a handful of specials.

All in all, this sounds like the winner.

Making SC a permanent installation does not seem to fit in with the way the game is designed. If you can untool a complicated thing like a higher level principle why can't you untool an array system?
And how would stargate key production work for example? Sounds silly to be forced to produce them in system...

Allowing higher level SC without having done the lower ones based on system information in a political (if I understand this right) would mean that nobody would transfer system information any more since it would be the same as donating tech to somebody. Again this completely goes againt how the game is designed I think. If this would be implemented, would I also be allowed to research photon weaponry mkII tech without having photon weaponry mkI tech because somebody sold me a copy of a photon gun blueprint?



Thomas
Mica Goldstone
QUOTE (Thomas Franz @ Apr 11 2005, 01:26 PM)
Making SC a permanent installation does not seem to fit in with the way the game is designed. If you can untool a complicated thing like a higher level principle why can't you untool an array system?
And how would stargate key production work for example? Sounds silly to be forced to produce them in system...

Allowing higher level SC without having done the lower ones based on system information in a political (if I understand this right) would mean that nobody would transfer system information any more since it would be the same as donating tech to somebody. Again this completely goes againt how the game is designed I think. If this would be implemented, would I also be allowed to research photon weaponry mkII tech without having photon weaponry mkI tech because somebody sold me a copy of a photon gun blueprint?



Thomas

But a SC tech is something similar to a university or other complex, it is just a complex that has required research to construct rather than modules.

Actually, it has always been a pet peeve that stargate key production was removed from the system back to HQ. In BSE these could NOT be made aff research so had to be produced in the system they were researched - Phoenix opened a loophole.

In the above scenario, if someone transfered you knowledge of SC VII, you could not research it without having all the rest due to the huge penalty so transfering the info is pointless, in fact any transfer of the knowledge of the tech is pointless unless the person is expected to research it.
Knowledge of the SC tech does not grant knowledge of the system. Also if there are a number that are required to get a link, it still means that a player has to have a specific number of SC's to get the knowledge for themselves and these still have to be researched, one at a time within the system.

Even in the game now, if somebody transfers you knowledge of Photom Weaponry II tech, you can research it even though you do not have PW I tech.

I am a bit lost about the transfer of info argument, have I missed something.
FLZPD
QUOTE (Mica Goldstone @ Apr 11 2005, 12:54 PM)
QUOTE
Scrap all higher marks of Stellar Cartography. Instead, require multiple Stellar Cartography projects to be present.

It still comes down to production rather than time.

We could however make it so that SC Techs can't be untooled, i.e. immovable, just like complexes and in fact would look like large arrays. It does stand to reason if they are calibrated to a specific location and further developments are unique add-ons. Then we can still have 1 SC tech per system and require multiple amounts. This will definitely solve a lot of issues.
The latest one being that one player knows about a jump 3 link through other means but as others do not he has to complete the next project and issue a special action at the end. With the above method I can allow him to leap-frog to the first unknown system, which would mean getting 4 or 5 SC's and save him a handful of specials.

All in all, this sounds like the winner.

In general I like this idea - although Im not keen on the immovable side. Perhaps, they could still be untooled but if used via SA to learn stellar data they are exhaustively used to create an actual Stellar Array Complex at that base. This being the only way to get the Array and its the number of these complexes that denote all the system links, etc you know about (ie if yo uhave 4 Arrays at a base, its exactly the same as having SC level 4). It means the tech itself is still portable, though it also adds the risk that someone could destroy the Array Complex (which are far easier to destroy than tech).

Regarding the research, can you clarify tha it is the number of SCs at a single base that count, or the number in that system? If its the number in the system (as has been mentioned) then it still allows multiple bases to very quickly do the multiple SCs to learn a whole host of stellar links.......


Mark
Andy
SC techs should be permanent. No matter what the explanantion is affiliations should not be allowed to transfer these between bases as this will allow multiple bases to research the next level quickly.

Research of the blueprints for production of stargate keys should be researched in system, however the keys themselves should be able to be built anywhere as the "harmonics required to tune the gate" are programmed into the bp for downloading to the key.

Andy
Andy
SC techs should not be moveable. Remember we now have the advantage that we will know when no more systems can be found.

The tech can then be destroyed as information will be on the political archives. This is safer than keeping tech in unsecure locations.
Mica Goldstone
QUOTE (Andy @ Apr 11 2005, 02:36 PM)
SC techs should not be moveable. Remember we now have the advantage that we will know when no more systems can be found.

The tech can then be destroyed as information will be on the political archives. This is safer than keeping tech in unsecure locations.

This won't make you popular with Thomas tongue.gif

Actually, he does have a strong point and I am partially swayed by his reasoning. I am sure he will post here soon explaining himself.
ptb
QUOTE (Andy @ Apr 11 2005, 03:36 PM)
SC techs should not be moveable.

I agree with this if we are going down the "having multiple copies of tech" route in replacement for the mk system, being able to move them would just cause too many problems imo.

I'm not sure how easy it would be to just have a complex being produced rather than a technique but that seems to be the most sensible suggestion so far. Although this has the major drawback, from my pov, of not being able to copy a cartography for someone else.

QUOTE (Andy @ Apr 11 2005, 03:36 PM)
The tech can then be destroyed as information will be on the political archives. This is safer than keeping tech in unsecure locations.


I don't like this though, seems to easy to stop people find out stuff by captureing your base. Then again that might be a good thing.
FLZPD
QUOTE (ptb @ Apr 11 2005, 03:03 PM)
QUOTE (Andy @ Apr 11 2005, 03:36 PM)
SC techs should not be moveable.

I agree with this if we are going down the "having multiple copies of tech" route in replacement for the mk system, being able to move them would just cause too many problems imo.

I'm not sure how easy it would be to just have a complex being produced rather than a technique but that seems to be the most sensible suggestion so far. Although this has the major drawback, from my pov, of not being able to copy a cartography for someone else.

You would probably need an SA to convert the SC to a complex - though this would be the same SA, hopefully, that nets you the stellar cartography data. I dont think it should be automatic,, so you can still have the technique at your base to copy - though it is effectively unused for the purposes of discovering the SC data.

I dont like the immovable techniques, as it messes around with the current system ie. complexes cannot be moved, but technology can. If we start introducing exemptions it not only makes the basics of the game even more complex, it sets a precedent. What else will suddenly become immovable?

Mark
FLZPD
QUOTE (FLZPD @ Apr 11 2005, 03:09 PM)
I dont like the immovable techniques, as it messes around with the current system ie. complexes cannot be moved, but technology can. If we start introducing exemptions it not only makes the basics of the game even more complex, it sets a precedent. What else will suddenly become immovable?

Thinking some more on it, if the SCs were required to be hard to move, I would far prefer they had a longer tooling time than being immovable. Make them take as long as a principle to tool; that would really cut into the benefit of multiple bases doing the research.

Mark
Thomas Franz
SC tech (of whatever size) movable or not?
************************************
If you do not make the tech movable then you force affiliations to turn all SC research bases into fortresses so somebody else cannot capture the place and instantly gain the knowledge from the installed tech or give up that research route at some point in time and destroy all accumulated tech because you cannot defend it until you might want to revisit this system later on.

e.g.
A new small AFF can afford 50 complexes total on stellar cartography across the gameboard. They start in their home system in their crown colony, get mkI with the result of 'no new systems from mkI, next project to reveal system is 4000 points'. Too big they think, deactivate the 50 research complexes and move the employees into a neighboring system, build 50 complexes and within 1 year they have completed mkI SC 'neighboring system'. Result tell is 'no new systems from mkI, next project to reveal system is 4000 points'.
If they cannot untool mkI SC neighboring system and move it to their crown colony for safekeeping until they can afford to do mkII in the neighboring system then they have to destroy the tech (and maybe research again later) or defend that base in the neighboring system (which they likely cannot afford).
To me this is forcing a player to decide between
- going into the red by defending
- destroying considerable investment (1 year of research)
- opening the information up to be taken by force since oyu cnanot afford t odefend it.

You might now argue that most affilitations will be able to defend a place like this, but the point is that they are able to do this with one or to locations, not with more. Right now this is not a problem since everybody only has one or two of these places, but a little down the timeline you will have finished your SC (for now) in these locations and you'd like to move your (stellar) reseouces to locations where it migth be more rewarding to use them. Scrap the tech in the first two locations now? Take the risk of beeing discovered?
This reminds me of the 'all or nothing' discussion we had with fleets, just this time you either give up recent research completely or defend the place with all you got.

Personally I think it is expensive enough to carry out system research, not allowing to suspend SC research in a system by not allowing to move SC tech out for safekeeping (leaving behind the research complexes) is a bad thing.

Have to stop here now, I'll follow up on 'multiple copies of the same tech item' vs. different tech items with same or variable size' later.


Thomas
Dan Reed
Personally, I don't think we need to make the further change - having variable mass SC projects (possibly with principle-scale tooling times) solves the problem...

Difficult projects (ie. the larger ones) are a nightmare to move, some impossible - the 10kMU type projects would be tricky at best to fit into a ship to move out of the system

Dan
MasterTrader
QUOTE (Dan Reed @ Apr 11 2005, 08:00 PM)
Difficult projects (ie. the larger ones) are a nightmare to move, some impossible - the 10kMU type projects would be tricky at best to fit into a ship to move out of the system

All things are possible. Especially when there are Super Carriers for hire... biggrin.gif

On a more serious note, I think that the "multiple copies of one tech" idea has serious flaws as pointed out, due to issues over the movement of tech (making SC tech immovable is bad as Thomas has pointed out, leaving it movable in this instance is bad because of the multiple outpost problem).

Personally, I much prefer the idea that Mica said about being the consensus this morning (i.e. level 1 is standard size, "blind" research; further levels are variable size, with outcomes known in advance).

Richard
AFT
Sjaak
QUOTE (MasterTrader @ Apr 11 2005, 08:14 PM)
QUOTE (Dan Reed @ Apr 11 2005, 08:00 PM)
Difficult projects (ie. the larger ones) are a nightmare to move, some impossible - the 10kMU type projects would be tricky at best to fit into a ship to move out of the system

All things are possible. Especially when there are Super Carriers for hire... biggrin.gif


I don't think that many affliations want to hire an Super_carrier... if they really need one, they just buy one OR ask Pirate Large to sell them one of the captured ones <g>

anyway I don't like the current SC methode.
Dan Reed
QUOTE (Sjaak @ Apr 11 2005, 10:17 PM)
anyway I don't like the current SC methode.

Do you mean the "new" current method? If so what is it you dislike?

Dan
Sjaak
The current way SC is working is something which is a bit boring....

The new system improves it a bit, but I still don't like it.

What I suggest is the following (maybe bad) idea.

First, SC 1 is just basic understanding about the system. It doesn't gain you much more then the obvious things.. Like some knowledge about the system itself and some obvious nearby jumplinks.

SC mk2 (or an second SC) is different. What I suggest is that you find an ONE-WAY link. That means you can send ships to it, but you are not able to return.. just think it this way: you discovered the jump link to the new system, but you don't know the jump link back. If you want to move back you need to research the SC1 in the new system.

Example: Alpha is your own system, and SC1 gives you the basic understanding about the system. SC2 will give you an JumpLink to Beta. Ofcourse someone from Gamma, might be able to do an SC1 also in Gamma and research the same system Beta. Result, both parties needs to agree what to do, or in case they are enemies they fight it out, knowing that their own vessels can't return for repair...Those large freighters moving into Beta with supplies will be very important <g>

Beta might be even an almost empty system.. with just some asteroids.. So that you need to research first SC1 to get out, then send in extra stuff and then spend precious stellars to research an new system which might be better.

One of the advantages is that Mica can give out systems out more easily, and also players can better defend their secret systems.

Another added twist would be making the Beta system only by accessiable by jumping into the new system from an SPECIFIC location (think: Stargate/JumpPoint) untill the EEM has placed his Navigational Beacons.. and Beacons are big and expensive to build. SC research would be something like placing your own Beacons in your own system. This would make it possible to give away Passports to your friends. Which can jump onetime to the new system and another pass to jump back.
Sleeps With Dragons
QUOTE (Sjaak @ Apr 11 2005, 10:58 PM)
What I suggest is the following (maybe bad) idea.

First, SC 1 is just basic understanding about the system. It doesn't gain you much more then the obvious things.. Like some knowledge about the system itself and some obvious nearby jumplinks.

SC mk2 (or an second SC) is different. What I suggest is that you find an ONE-WAY link. That means you can send ships to it, but you are not able to return.. just think it this way: you discovered the jump link to the new system, but you don't know the jump link back. If you want to move back you need to research the SC1 in the new system.



Ok, I'm relaitvely new to Phoenix and even newer to SC (so please don't bite tongue.gif ), but wouldn't this mean that you are sending a lot of ships on a one way trip to build up the base to perform the research. And these ships would be lost for a long period of time while the research is done.

Larger affs may be able to accept the loss of ships for a while, but it would be damaging to the smaller affs and slow their expansion.

But then like I say, I'm new so I may have got the wrong end of the stick. blink.gif
ptb
QUOTE (Sleeps With Dragons @ Apr 12 2005, 07:50 AM)
Ok, I'm relaitvely new to Phoenix and even newer to SC (so please don't bite  tongue.gif ), but wouldn't this mean that you are sending a lot of ships on a  one way trip to build up the base to perform the research.

Yep your right, and although i like the idea of one-way links i don't see how it could work as you'd basicly have ships stuck and rust away unless you could afford to ship 1000s of basic modules in at once. Even then it would depend on the project sizes.

I like the concept of and the link being knowledge, as opposed to a system knowledge meaning you can jump there, which gives you some of the same benifits, although would probably mean Mica and David making lots of changes tongue.gif

QUOTE
Personally, I much prefer the idea that Mica said about being the consensus this morning (i.e. level 1 is standard size, "blind" research; further levels are variable size, with outcomes known in advance).


Although the multiple copies concept is flawed, regardless of if you can move the item or not, the problem it was trying to get around was not haivng a sperate tech value for each tech. Don't forget they all have to use a unique number and are in the range 8 500 to 10 000, a fair chunk of them are probably already used. (120+ systems * level 5 stellar cart is half the id space and thats excluding techiques in the research tree)
Guest_sjaak
QUOTE (ptb @ Apr 12 2005, 07:13 AM)
QUOTE (Sleeps With Dragons @ Apr 12 2005, 07:50 AM)
Ok, I'm relaitvely new to Phoenix and even newer to SC (so please don't bite  tongue.gif ), but wouldn't this mean that you are sending a lot of ships on a  one way trip to build up the base to perform the research.

Yep your right, and although i like the idea of one-way links i don't see how it could work as you'd basicly have ships stuck and rust away unless you could afford to ship 1000s of basic modules in at once. Even then it would depend on the project sizes.

Why not dissemble your ships for modules then??

You could build some special designed ships "Colonizers" fi. which are actually made specially for those issues.
Andy
QUOTE (Mica Goldstone @ Apr 11 2005, 02:55 PM)
This won't make you popular with Thomas tongue.gif

Actually, he does have a strong point and I am partially swayed by his reasoning. I am sure he will post here soon explaining himself.

Yeah I got whacked round the head with the kipper!

Having chatted about it I have to agree with it. My initial thought was that it would be fun taking that much more risk with SC, however looking at it from a smaller Aff point of view it will be absolute nightmare trying to defend SC bases.

There are alot of affs out there who do not have the resources now to expand or even do their SC. If we now say SC tech cannot be moved then this will severely limit their capabilities to the point of not being able to do SC at all.

We should use the following system :

SC1 (1000MU) : Will not find any information until SC1 complete
SC2 (X000MU) : Will give results of what indicated at end of SC1
SC3 (X000MU) : The next system
etc

Andy
Nigel Brimble
This is a great change and will allow new avenues and greater depth for Stellar Cartography.

Nigel rolleyes.gif
ptb
QUOTE (Andy @ Apr 12 2005, 09:35 AM)
SC1 (1000MU) : Will not find any information until SC1 complete
SC2 (X000MU) : Will give results of what indicated at end of SC1
SC3 (X000MU) : The next system
etc

If we do end up using this system i think we should scrap the 10k mu limit, because with it your still in the system of "hey i've done three of these 10k projects now, surely mica won't let the next one give me nothing as well", of course that is 6 years down the line so maybe it's not a big issue tongue.gif
Frabby
Using multiple copies of a (single) Stellar Cartography research still has the most appeal to me.

Mica obviously wants to make sure that Stellar Cartography projects take a lot of time. The progressive research effort that is required under the old system could be circumvented by players setting numerous starbases/outposts to research the SC tech, then move them to a central location to reap the benefits of the combined levels.

A possible solution would be to use Observatory complexes, which are both a complex and a principle (like a University is both a complex and a scientist). Observatories would be big, hard to hide, and require a special action to set up. Through this special action the GM can monitor and control how many Obervatory principles are available in a system.
All SC tech is based on Observatory. Which means that the starbase with the Observatory can research it normally, but without an Observatory complex, research is significantly less effective (if the Observatory is a level 1, 2 or 3 principle) or even virtually impossible (level 4 which gives -12 to research).
You could even make the Observatory a Starbase Only complex (KJC moneymaker).
Different systems could even require different Observatories: A normal system a level 1 so research at auxiliary bases is only at -3; binaries and trinaries are more complicated and require the level 2 Observatory (i.e. -6 to research at other bases); chaotic systems with nebulae etc. like T.tauri require level 3 (-9) and exotic systems like Nexus even level 4 (-12, impossible without a genius scientist).

The problem remains that while a single affiliation might only be allowed a single Obervatory per system, multiple affiliations could share their research. But is this much different from giving away a SC tech mk IV while you're already researching mkVI yourself? Plus, there is a lot of trust involved in giving away several techs so that another affiliation can gain knowledge: You can never be sure if they tell you what they learned, transfer any information or even return the tech!

The other possible approach would be that new systems/jump links are found, but require a certain period of time (like, 35 weeks) until they can be used. E.g.

Special Action/Solo/Stellar Cartography level 7
Seven Stellar Cartography - Solo techs have been tooled at this starbase. Check for results.
Result:
The survey team proudly report that they have isolated the ISR signature of a hitherto unknown system, Nirvana (123). With level 7 cartography data now available, it will take them 35 weeks from now to produce secure jump data. A special action after this time will add the system to your database.

35 weeks is a randomly chosen number. It could be based on the cartography level or any other reasoning the GM can think of. This has two effects: The affiliation can hoard SC projects and know what they will get, and the GM can determine a period until they are let into the new system as he sees fit.
Mica Goldstone
QUOTE
We should use the following system :

SC1 (1000MU) : Will not find any information until SC1 complete
SC2 (X000MU) : Will give results of what indicated at end of SC1
SC3 (X000MU) : The next system

Looks like we will be adopting this, though for some unusual systems, such as those stuck out in the middle of nowhere, I may even make the first one greater than 1000mu. So the above will be a rule of thumb.

Edit
Typical, just as I submit this, another good idea is submitted first.....
ptb
QUOTE (Frabby @ Apr 12 2005, 11:24 AM)
All SC tech is based on Observatory. Which means that the starbase with the Observatory can research it normally, but without an Observatory complex

I assume the tech would be linked to an Observatory complex of that system, rather than a specific Observatory complex?

I'm not sure i like the limit to one per affilation idea as it doesn't really fit with anything else we have, and although limit to starbase would mean people would have a pretty large investment in a system to get anywhere which is a good thing i'm not sure many people will appreciate this wink.gif It can be hard enough to get starbases that pay for themselves let alone if you have to place one in a system.

Also you have a problem with the whole mulitple tech concept if your working with another affilation. For example say a small affilation highers a larger one to do the research for it, in exchange for access/starbase to the system or whatever, it's going to be a pain to have to copy stellar cartographys and effectively half your level as you shipped them to the smaller guys (also would you lose the knowledge that level X gave you?). Granted you could make the point that working on a copy of mark 4 could slow down production of mark 5 under the current system.
Frabby
QUOTE (ptb @ Apr 12 2005, 11:40 AM)
I assume the tech would be linked to an Observatory complex of that system, rather than a specific Observatory complex?

There would only be generic Observatory complexes - perhaps one subtype of each principle level, but certainly not per system. You can only research SC from within the same system so the system where it is built already determines the purpose of the complex.

Personally, I don't like the one-per-affiliation (per system) idea either, but it is better than meddling with the tech aspect (not moveable, variable sizes, etc.) by a long shot.

If Mica will just set periods of X weeks until a new link has been explored in detail and can be used safely, then perhaps we can forget about all the other obstacles and simply let players stack techs as in my initial proposal. It will possibly allow them to reach high levels very quickly, but there will be no way to quicken the time until the newly gained knowledge can actually be used. What's the gain in having level 20 SC when you cannot even reach the system found on level 1 yet?
ptb
QUOTE (Frabby @ Apr 12 2005, 12:39 PM)
You can only research SC from within the same system so the system where it is built already determines the purpose of the complex.

Fair point, didn't think of that wink.gif

QUOTE
Personally, I don't like the one-per-affiliation (per system) idea either, but it is better than meddling with the tech aspect (not moveable, variable sizes, etc.) by a long shot.


True, non-movable tech has issues of it's own, i don't mind the variable size thing though.

QUOTE
If Mica will just set periods of X weeks until a new link has been explored in detail and can be used safely, then perhaps we can forget about all the other obstacles and simply let players stack techs as in my initial proposal. It will possibly allow them to reach high levels very quickly, but there will be no way to quicken the time until the newly gained knowledge can actually be used. What's the gain in having level 20 SC when you cannot even reach the system found on level 1 yet?


Because if level 1 gives you system abc in x weeks and level 2 gives you system def in y weeks then if you can get both levels at the same time you can have both links in max(x, y) weeks. Now for two levels that doesn't make much difference, but for 10 it would.
Dan Reed
QUOTE (Mica Goldstone @ Apr 12 2005, 10:29 AM)
QUOTE
We should use the following system :

SC1 (1000MU) : Will not find any information until SC1 complete
SC2 (X000MU) : Will give results of what indicated at end of SC1
SC3 (X000MU) : The next system

Looks like we will be adopting this, though for some unusual systems, such as those stuck out in the middle of nowhere, I may even make the first one greater than 1000mu. So the above will be a rule of thumb.

Edit
Typical, just as I submit this, another good idea is submitted first.....

I've got no problem with the idea of an Observatory complex being required for SC research - I suggested it after all biggrin.gif - but so long as the size, etc. is large enough to make it obvious (making sure that it can't be placed in a cave is a reasonable step too), do we need to tinker any further with the SC setup? Variable size SC techs (or principles) are the preferable approach in my mind, because you enforce the sequential research without additional tinkering.

With regards to the link being the bit you research, I've been a fan of that concept for a while now. That doesn't mean that discovered links should always (or even often) be one-way, but it adds so much more variety to what SC can be used for.

Dan
Dan Reed
QUOTE (Frabby @ Apr 12 2005, 10:24 AM)
The progressive research effort that is required under the old system could be circumvented by players setting numerous starbases/outposts to research the SC tech, then move them to a central location to reap the benefits of the combined levels.

How? Three copies of Stellar Cartography (1) should not ever be equivalent to stellar Cartography (3) under the sequential system - but being able to research then combine multiple copies of an identical tech would lead to that problem!

Dan
Frabby
QUOTE (Dan Reed @ Apr 12 2005, 10:00 PM)
How? Three copies of Stellar Cartography (1) should not ever be equivalent to stellar Cartography (3) under the sequential system - but being able to research then combine multiple copies of an identical tech would lead to that problem!

Ah, not made myself clear there. I meant to say that now we have a sequential system, and a possible problem with my proposal for the new system would be that the former sequential system could be circumvented using the new rules just as you say.

However, I feel that the Observatory would only scale down the problem and not really solve it.

Jump links as a knowledge type of their own does sound cool, but I fear we're heading towards a data overkill with each player having his personal copy of the whole game database stored with his political.
ptb
QUOTE (Frabby @ Apr 12 2005, 10:04 PM)
Jump links as a knowledge type of their own does sound cool, but I fear we're heading towards a data overkill with each player having his personal copy of the whole game database stored with his political.

Thats what databases are for smile.gif although i'll admit it would make the emails a little on the big side...
StellarMining
QUOTE (Mica Goldstone @ Apr 12 2005, 11:29 AM)
QUOTE
We should use the following system :

SC1 (1000MU) : Will not find any information until SC1 complete
SC2 (X000MU) : Will give results of what indicated at end of SC1
SC3 (X000MU) : The next system

Looks like we will be adopting this, though for some unusual systems, such as those stuck out in the middle of nowhere, I may even make the first one greater than 1000mu. So the above will be a rule of thumb.

My vote is for this system. However could KJC please remember that creating stellar cart projects that require huge amounts of mass will result in frustration for players. Having 5000 mass required for a principle is bad enough and in reality take 2 years (on average) to finish.

Gareth
Pride_Motnahp
i really like the idea of observatories, it would give the SC more of a real life structure in the game not just a piece of paper stating that "you have knowledge of this system". (well thats how i saw it)

Feel free to shoot this idea down (if its been said already or its just rubbish), what if each new SC was a new piece of equipment that was added to the observatories increasing there range and power, so they could see systems further away!

just a thought.


Steven Barnett
(Pridesenior Nevets Motnahp, FEL)
HPSimms
We need to consider the effect on current eresearch if we suddenly need Observatory Complexes.

Geoff
Steve-Law
QUOTE (HPSimms @ Apr 14 2005, 10:52 AM)
We need to consider the effect on current eresearch if we suddenly need Observatory Complexes.

I would have thought that if SC tech now requires, or produces, an extra complex then any outposts currently researching SC would be given any "earned" or prerequisite complexes for free (if they had been implimented previously, we would have build them)?
FLZPD
QUOTE (Steve-Law @ Apr 14 2005, 09:57 AM)
QUOTE (HPSimms @ Apr 14 2005, 10:52 AM)
We need to consider the effect on current eresearch if we suddenly need Observatory Complexes.

I would have thought that if SC tech now requires, or produces, an extra complex then any outposts currently researching SC would be given any "earned" or prerequisite complexes for free (if they had been implimented previously, we would have build them)?

I would also hope that any Observatory Complex - or any of the other changes - do not increase the cost of doing Stellar Cartography (in research or other resources). This whole thread is about making it less frustrating for players, not more expensive - so any complex required should be a free build (just a part of the SA used already t omake SCs operational).

Mark
finalstryke
Don't forget to demand $10 compensation a week for any extra employees your base needs to recruit!





rolleyes.gif


tongue.gif
FLZPD
QUOTE (finalstryke @ Apr 14 2005, 01:32 PM)
Don't forget to demand $10 compensation a week for any extra employees your base needs to recruit!





rolleyes.gif


tongue.gif

Employees? Oh, those, ok ph34r.gif

Mark
Andy
If observatory complexes have to be researched in order to start research I'm against this as this will kill SC for everyone except the big affs.

I assume observatory complexes will make it easy for the GM to ensure that only 1 SC base per aff is researching into SC? Mica can you comment on how this can be policed?

If yes to the above then the observatory complex should be made 1000MU only. No additional burden should be put on affs. I assume most affs will have 40+ complexes of Sc in any given system and therefore if it is 1kmu or 5kmu it dosn't really make much difference but 1kmu is my preference.

If observatory complexes get implemented how will we get around the +2 copy issue ie all SC will be the same tech? Will this not give us all an unfair advantage when researching the next SC tech and make research quicker than it is now?

What about the issue of multiple affs building bases in the same system and sharing the techs. Seems to be a loophole that should not be allowed to happen.

I'm still in favour of the original idea with SC techs potentially bigger than 1kmu in size and where on completion of the first project, the result tells you what you can find from a furutre project.

Dan Reed
QUOTE (Andy @ Apr 14 2005, 04:58 PM)
If observatory complexes have to be researched in order to start research I'm against this as this will kill SC for everyone except the big affs.

I assume observatory complexes will make it easy for the GM to ensure that only 1 SC base per aff is researching into SC? Mica can you comment on how this can be policed?

If yes to the above then the observatory complex should be made 1000MU only. No additional burden should be put on affs. I assume most affs will have 40+ complexes of Sc in any given system and therefore if it is 1kmu or 5kmu it dosn't really make much difference but 1kmu is my preference.

If observatory complexes get implemented how will we get around the +2 copy issue ie all SC will be the same tech? Will this not give us all an unfair advantage when researching the next SC tech and make research quicker than it is now?

What about the issue of multiple affs building bases in the same system and sharing the techs. Seems to be a loophole that should not be allowed to happen.

I'm still in favour of the original idea with SC techs potentially bigger than 1kmu in size and where on completion of the first project, the result tells you what you can find from a furutre project.

You seem to be linking observatory complexes with one of the suggestions - multiple copies of identical techs. But it is a separate suggestion in it's own right, that could be used (or not) with either the recently tweaked system (the one which I personally prefer), or the multiple identical techs (which has many problems associated with it)

Dan

Ro'a-lith
Just a question on previous SC research.

Say for example I had completed a 1000 MU SC research on a given system but found nothing - is the next step then as per this new method, with the previous 1000 MU taken into account?
Thomas Franz
QUOTE (Ro'a-lith @ Apr 14 2005, 10:12 PM)
Just a question on previous SC research.

Say for example I had completed a 1000 MU SC research on a given system but found nothing - is the next step then as per this new method, with the previous 1000 MU taken into account?

no (as far as I understand). The initial SC would always be 1000 Mus to get an information base. This information base is needed to get more detailed information on the next project before the project is started (the SCmkII of variable size).

Just because we have been talking about SCII beeing 2k Mus or larger, this does not mean that SCII cannot be 1k Mus. It all depends which 'level' of SC the result would be found on. The level will still be the total amount of research points devided by 1000, just as it is right now in the game.
So if you would currently get a result at SCmkII (two pieces of tech at 1000Mus fixed size) you would still get this at 2000Mus total research mass in the new 'variable tech size' system, SCmkI would be 1000Mus (fixed size) and SCmkII would be 1000Mus too (variakle size but 1k Mus in this example as well since the system is level 2).

A 'level 4 system' would be 1k SCmkI and 3k SCmkII to find.

If there are multiple systems to be found from a single system where the research is carried out (say at level 1,3,4 and 8) then the SC projects would be 1k SCmkI with result, 2k SCmkII, 1k SCmkIII and 4k SCmkIV. A special action to look into the feasibilty of SCmkV would state that there is nothing to be found and thus no project.


Hope this is all correct smile.gif

Thomas
FLZPD
QUOTE (Thomas Franz @ Apr 15 2005, 06:17 AM)


If there are multiple systems to be found from a single system where the research is carried out (say at level 1,3,4 and 8) then the SC projects would be 1k SCmkI with result, 2k SCmkII, 1k SCmkIII and 4k SCmkIV. A special action to look into the feasibilty of SCmkV would state that there is nothing to be found and thus no project.


Where a single system connects to multiple others, currently you have to research your way through the closest jump link before being able to find the furthest jump link (if there are two connecting systems, one 2 jump links away and the other 4, you have to do the SC for the 2 jump-link first). I would like a means to research the stellar cartography data for a specific link and not have to go through the chain of SCs to find the other systems first. If you know roughly where the 4 jump link is, you know which part of the skies to concentrate SC work on; the 2 jump link could be in the opposite direction, but you have to research it first.

Mark


Mica Goldstone
QUOTE (FLZPD @ Apr 15 2005, 07:15 AM)
Where a single system connects to multiple others, currently you have to research your way through the closest jump link before being able to find the furthest jump link (if there are two connecting systems, one 2 jump links away and the other 4, you have to do the SC for the 2 jump-link first). I would like a means to research the stellar cartography data for a specific link and not have to go through the chain of SCs to find the other systems first. If you know roughly where the 4 jump link is, you know which part of the skies to concentrate SC work on; the 2 jump link could be in the opposite direction, but you have to research it first.

Mark

Nothing suggested so far deals with this issue. It is always presumed that players work upwards through the levels and that later levels depend on lower ones.
Any suggestions for this scenario?
ptb
QUOTE (Mica Goldstone @ Apr 15 2005, 09:07 AM)
Nothing suggested so far deals with this issue. It is always presumed that players work upwards through the levels and that later levels depend on lower ones.
Any suggestions for this scenario?

Not short of giving each link it's own stellar cartography. I mean, rather than levels 1 through X, you first complete stellar cart for the system which tells you that theres potentinally 3 links and a couple of hidden planets or something and for each of these it specifies a tech needed to start research into it.

It's just the same as the level system really as i think you only get one item at each level, but instead you can research them in any order (assuming one doesn't rely on the other for some reason).

You could actually combine this with the level system so that the first level might only tell you about some of the possible links and also give you details on futher research into the system (stellar cart mk II)

Of course it means loads more tech, and would be hard to stop people researching multiple links/planets/wormhole/stargate techs at once but it would be much more flexiable from a player point of view.
Andy
QUOTE (Mica Goldstone @ Apr 15 2005, 08:07 AM)
QUOTE (FLZPD @ Apr 15 2005, 07:15 AM)
Where a single system connects to multiple others, currently you have to research your way through the closest jump link before being able to find the furthest jump link (if there are two connecting systems, one 2 jump links away and the other 4, you have to do the SC for the 2 jump-link first).  I would like a means to research the stellar cartography data for a specific link and not have to go through the chain of SCs to find the other systems first.  If you know roughly where the 4 jump link is, you know which part of the skies to concentrate SC work on; the 2 jump link could be in the opposite direction, but you have to research it first.

Mark

Nothing suggested so far deals with this issue. It is always presumed that players work upwards through the levels and that later levels depend on lower ones.
Any suggestions for this scenario?

If there are known systems but research has not yet been done on them to access them (eg Inner Empire) then perhaps players can decide where they want to concentrate their research after level 1.

It is going to mean that further SC is only dependant on SC1 ie SC3 is dependant on SC1 and not SC2.

Perhaps this can be done on case by case basis.
Andy
QUOTE (Dan Reed @ Apr 14 2005, 06:18 PM)
You seem to be linking observatory complexes with one of the suggestions - multiple copies of identical techs. But it is a separate suggestion in it's own right, that could be used (or not) with either the recently tweaked system (the one which I personally prefer), or the multiple identical techs (which has many problems associated with it)

Dan

I'm replying to Stephans post which it explictly states observatory complexes are a solution to multiple copies of a single SC.

Using observatory complexes in the game is adding to the burden of research for SC. If there was a different solution to the above problem I would post that observatory complexes are a pointless addition to the game as it adds additional burden to research when the current burden is already high. Big affs could cope with this but smaller affs with limited resources would be pushed further away from system research.

As it is I cannot think of a different solution so if multiple copies of a single Sc is used then observatory complexes will have to be used to control SC. As they are going to an additional burden then they must be 1000MU in size and only require 1 per base.

Personally variable size SC is far more attractive as it means no monitoring by the GM because it will be pointless to have more than one base doing the research in any one system.

Andy
HPSimms
QUOTE (Andy @ Apr 14 2005, 05:58 PM)
I assume observatory complexes will make it easy for the GM to ensure that only 1 SC base per aff is researching into SC?  Mica can you comment on how this can be policed?

What about the issue of multiple affs building bases in the same system and sharing the techs.  Seems to be a loophole that should not be allowed to happen.


Affiliations already co-operate on research for many items, why should SC be any different? Additionally not all affs sharing a system are also happy to share their tech, so restricting SC research to one aff per system would be detrimental to all but the first one to set it up.

A single aff with multiple bases in a system is a matter of resource allocation and if an aff can see an advantage of having more than one base doing the research it is surely up to them. I suspect that needing the previous SC tech level on site would make this a no-no anyway.

Geoff

PS Let us not forget that one of the objectives of Phoenix was to minimise GM input (or interference, depending on how you view it tongue.gif )
FLZPD
QUOTE (Mica Goldstone @ Apr 15 2005, 08:07 AM)
QUOTE (FLZPD @ Apr 15 2005, 07:15 AM)
Where a single system connects to multiple others, currently you have to research your way through the closest jump link before being able to find the furthest jump link (if there are two connecting systems, one 2 jump links away and the other 4, you have to do the SC for the 2 jump-link first).  I would like a means to research the stellar cartography data for a specific link and not have to go through the chain of SCs to find the other systems first.  If you know roughly where the 4 jump link is, you know which part of the skies to concentrate SC work on; the 2 jump link could be in the opposite direction, but you have to research it first.

Mark

Nothing suggested so far deals with this issue. It is always presumed that players work upwards through the levels and that later levels depend on lower ones.
Any suggestions for this scenario?

I think it involves 2 steps - the first is to make SCs independant and not stacked (so SC 2 does not have a penalty if you dont have SC 1).

An idea could then be to have 5 SCs for a system (any of which could be researched without penalty for not having the others) :

SC Main : This would give you broad data on your existing system (such as potential gravitational anomalies, etc), as well as telling the possible jump link to other systems.

SC 1 Jump : Finds the system - if there is one - that is 1 jump away
SC 2 Jump : Finds the system - if there is one - that is 2 jump-links away
SC 3 Jump : you get the idea.
SC 4 Jump : I hope.

If you wish, you could expand on this further (to link in with other ideas) - doing SC 1 Jump has the potential to find a system 1 Jump away. If it doesnt, it will tell you either there is no system at this distance, or that you need to do Sc 1 Jump level 2, which is 4000mus to find it.

The SC Main is a broad catch all that is used to help in your search for links, for exploring the system and all the other things SCs can be used for. The SC x Jumps, though, are purely the connection route to the new system.

mark
Frabby
Another entirely new approach to the problem: Return to the BSE approach of simply amassing Research Points on a "Generic Research" project and converse them via special action. Applicable for all research projects where the aim is immaterial information (as opposed to Principles/Techs/BPs). The current program easily allows for RP target (conversion) settings greater than 28900.
Mica then only has to log what the project is about (I believe there is a GM log with each starbase). Once X points are accumulated, a special action will review the results and add the information to the database. Not much of a change really, the only difference to what we have is that the RPs are not converted into MUs. Saves the trouble of having the otherwise worthless Tech items in the game.
Andy
if you remove the tech from the game then surely you remove the posibility of skullduggery and capture of these techss to gain the knowledge?

I would prefer if the tech remained in the game
Sam_Toridan
QUOTE (Dan Reed @ Apr 12 2005, 09:57 PM)
I've got no problem with the idea of an Observatory complex being required for SC research - I suggested it after all  biggrin.gif - but so long as the size, etc. is large enough to make it obvious (making sure that it can't be placed in a cave is a reasonable step too), do we need to tinker any further with the SC setup? Variable size SC techs (or principles) are the preferable approach in my mind, because you enforce the sequential research without additional tinkering.

I would have a problem with that ph34r.gif . Covert bases deep in enemy territory, mapping their hidden systems is surely a legitimate tactic? I have no problem with Observatories being large and hard to hide. You should have the option to expend time and resources to hide them though. Its hard enough to build up hidden bases to research IMP systems without detection as it is ...... apparently! biggrin.gif
Andy
QUOTE (HPSimms @ Apr 15 2005, 10:42 AM)
Affiliations already co-operate on research for many items, why should SC be any different? Additionally not all affs sharing a system are also happy to share their tech, so restricting SC research to one aff per system would be detrimental to all but the first one to set it up.

A single aff with multiple bases in a system is a matter of resource allocation and if an aff can see an advantage of having more than one base doing the research it is surely up to them. I suspect that needing the previous SC tech level on site would make this a no-no anyway.

Geoff

PS Let us not forget that one of the objectives of Phoenix was to minimise GM input (or interference, depending on how you view it tongue.gif )

To make this worthwhile you would need 80 complexes in each base minimum which is alot to ship and build so I would say it is not going to happen anyway.

This is only likely to really happen in existing systems where there are multiple secure bases eg Capella, Yank etc etc so not really a problem.

if this is the case then why do we need observatory complexes - we don't it seems
Dan Reed
QUOTE (Sam_Toridan @ Apr 15 2005, 02:39 PM)
QUOTE (Dan Reed @ Apr 12 2005, 09:57 PM)
I've got no problem with the idea of an Observatory complex being required for SC research - I suggested it after all  biggrin.gif - but so long as the size, etc. is large enough to make it obvious (making sure that it can't be placed in a cave is a reasonable step too), do we need to tinker any further with the SC setup? Variable size SC techs (or principles) are the preferable approach in my mind, because you enforce the sequential research without additional tinkering.

I would have a problem with that ph34r.gif . Covert bases deep in enemy territory, mapping their hidden systems is surely a legitimate tactic? I have no problem with Observatories being large and hard to hide. You should have the option to expend time and resources to hide them though. Its hard enough to build up hidden bases to research IMP systems without detection as it is ...... apparently! biggrin.gif

yes, you should be able to hide them - but caves should not be useable... there are other ways, after all ohmy.gif)

Dan
Frabby
QUOTE (Andy @ Apr 15 2005, 03:35 PM)
if you remove the tech from the game then surely you remove the posibility of skullduggery and capture of these techss to gain the knowledge?

I would prefer if the tech remained in the game

I disagree with you view here - why would the lack of the Tech item infringe on any skullduggery aspects?

Finding out if a starbase does SC is not getting any easier or harder. Just as is the case now, a agent action will result in the research project "stellar cartography" and which project this is can easily be determined from the location of the starbase.

Capturing the tech was almost impossible before and has not even been tried by anyone yet as far as I am aware. Not much of a loss if the new rules remove this possibility entirely. You'd have to capture the starbase within a single day or the other side would either scrap the tech or bring in reinforcements.

In another thread on this forum the question was raised how to steal (political) Information such as system data. This is the way to go in my eyes, not the actual 1000mu tech. Besides, if you have an enemy starbases with SC tech mkI to X, you would have to steal them all because you can never know which one gives a new system upon inspection.
FLZPD
QUOTE (Frabby @ Apr 16 2005, 01:39 PM)

In another thread on this forum the question was raised how to steal (political) Information such as system data. This is the way to go in my eyes, not the actual 1000mu tech.

I agree with Andy on this and think tech should stay and in some respects is essential to the way Phoenix operates (like blueprints having limited production, so needing multiple copies).

However remote, the possibility of capturing tech should still be there as a risk factor - didnt the IMP bloc claim they captured a ship with tech on it not too long ago? That sort of thing, even if rare, makes it interesting to me.

Mark
Dan Reed
QUOTE (FLZPD @ Apr 17 2005, 06:08 AM)
QUOTE (Frabby @ Apr 16 2005, 01:39 PM)

In another thread on this forum the question was raised how to steal (political) Information such as system data. This is the way to go in my eyes, not the actual 1000mu tech.

I agree with Andy on this and think tech should stay and in some respects is essential to the way Phoenix operates (like blueprints having limited production, so needing multiple copies).

However remote, the possibility of capturing tech should still be there as a risk factor - didnt the IMP bloc claim they captured a ship with tech on it not too long ago? That sort of thing, even if rare, makes it interesting to me.

Mark

I agree too - the chance of capturing tech should remain

Dan
HPSimms
QUOTE (FLZPD @ Apr 17 2005, 06:08 AM)
QUOTE (Frabby @ Apr 16 2005, 01:39 PM)

In another thread on this forum the question was raised how to steal (political) Information such as system data. This is the way to go in my eyes, not the actual 1000mu tech.

I agree with Andy on this and think tech should stay and in some respects is essential to the way Phoenix operates (like blueprints having limited production, so needing multiple copies).


You also need something that can be picked up and delivered if you wish to transfer tech from one starbase to another. Having finished the SC research in a system where you have no strong presence it can be useful to be able to take it somewhere safe when you have studied the results biggrin.gif

Geoff

(Editted by Steve-law to close the [quote]s)
Mica Goldstone
So is the general agreement still for variable techs rather than observatories?
There are quite a few peoples' special actions being stalled at the moment.
Thomas Franz
QUOTE (Mica Goldstone @ Apr 18 2005, 08:25 AM)
So is the general agreement still for variable techs rather than observatories?
There are quite a few peoples' special actions being stalled at the moment.

I am all for variable tech size, in my opinion this is the best solution since it means the smallest change compared to how things currently work.


Thomas
Thomas Franz
QUOTE (Mica Goldstone @ Apr 15 2005, 08:07 AM)
QUOTE (FLZPD @ Apr 15 2005, 07:15 AM)
Where a single system connects to multiple others, currently you have to research your way through the closest jump link before being able to find the furthest jump link (if there are two connecting systems, one 2 jump links away and the other 4, you have to do the SC for the 2 jump-link first).  I would like a means to research the stellar cartography data for a specific link and not have to go through the chain of SCs to find the other systems first.  If you know roughly where the 4 jump link is, you know which part of the skies to concentrate SC work on; the 2 jump link could be in the opposite direction, but you have to research it first.

Mark

Nothing suggested so far deals with this issue. It is always presumed that players work upwards through the levels and that later levels depend on lower ones.
Any suggestions for this scenario?

In my opinion this can be incorporated into the varying tech size suggestion. If the base data from SCmkI in a system offers 3 different possible systems (one at level 2, one at 3 and 1 at level 5) there should be the normal way of researching these systems (stacked, higher one depend on all lower ones) and Mica could simply allow to research the 'level 5' system straight away without going through SCmkII and SCmkIII by introducing a special tech that only reveals the system from level 5 (e.g. 'SC dofus IV custom - 2500Mus').
This would allow taking 'shortcuts' and these shortcuts should of course have a special cost to them (increased project mass) or require some special prerequisite (knowledge of an adjacent system, IC knowledge of the system in the first place etc) that is up to the GM to allow it.

In the example above SCmkIV dofus would be 2k Mus after researching mkI, mkII and mkIII (1000 Mus each). The SC dofus mkIV custom would be 2500 Mus because normally you need bits and pieces of the mkII and mkIII SCs and would maybe require access to other restricted data to start it in the first place.
I like this solution because it offers scope to benefit the players (less overall research cost if you only want the higher MKs) and it is not an automated system but rather something where IC knowledge will be of value. Basically anybody can research it the normal way but (i.e.) since you have located this hidden base from an ancient race and found hints about a system hitherto unkown and complicated to jump into you will be allowed to start SCmkVII custom (only requires SCmkI as prereq) at 4k Mus compared to SCmkVII - 3k mus which prereqs would total 4kMus. So you can decide wheter you want 5k total project size and only the 'level 7' information or a 7k total project size but get level 2 and 3 information as well.

I do not think there will be that many SCmkX - customs projects due to special requirements (if handled properly by Mica wink.gif ). I'd see it as a reward for something or a problem solver in some cases (you know already of certain systems but do not have the SC tech for it) but not as an option normally available in SC that needs some form of 'automation'.


Thomas
Andy
QUOTE (Mica Goldstone @ Apr 18 2005, 08:25 AM)
So is the general agreement still for variable techs rather than observatories?
There are quite a few peoples' special actions being stalled at the moment.

variable techs please
HPSimms
QUOTE (Andy @ Apr 18 2005, 02:29 PM)
QUOTE (Mica Goldstone @ Apr 18 2005, 08:25 AM)
So is the general agreement still for variable techs rather than observatories?
There are quite a few peoples' special actions being stalled at the moment.

variable techs please

Me too

Geoff
Mica Goldstone
I am still thinking hard on this and trying to integrate specific system research….

Looking at stellar cartography from another angle, we find that it is actually mapping ISR supporting field around the destination star in order to successfully chart a jump route.
Therefore undertaking stellar cartography should not necessarily be for the current system but for the destination system.
For example, if you are in the Doofus system and want to map the route to the Muppet system, you undertake stellar cartography – Muppet.
There is only one stellar cartography item for each system and it requires the exhaustive use of the project to add it to the political knowledge archive.

Further, the number of stellar cartography projects required to determine the system knowledge is variable.
So in the above example Muppet is a 2 jump from Doofus, so in this case requires 2 projects.
However researching the link from the Indigo system requires 3 projects.

There would be one constraint here though.
The tech would have to be fixed – or possibly packed through special action (as per the requirements set by Thomas) and relocated to another starbase and unpacked – so long as there were no additional stellar-carts of the same type and number of projects required was equal to or greater than the system they came from. In the above scenario, research could be packed up from Doofus and moved to Indigo as it would be going from two requirement to three requirement – as per law of ‘conservation of munchkinism’.

The advantage here is that players know where they are headed, they can if they want plot a route to the nearest reachable star and can even confer with others as to which star they are mapping towards. They can bypass stars if they know the one they are trying to reach. They can even look to see if there is a closer star allowing the mapping to be conducted faster i.e. mapping Trinity from Earth took 70 Stellar Cartography - Trinity projects, but mapping Trinity from Capellan only took a couple.
NB. All this does however is add the info the archive, the travelling ship is still bound by jump distant restrictions.
This was why the Inner Empire was actually mapped prior to perfecting the jump drive and why Varitang was actually the first system colonised.


Hope the above is understandable.
FLZPD
QUOTE (Mica Goldstone @ Apr 20 2005, 03:12 PM)
Hope the above is understandable.

Im against the exhaustive use of stellar cartographies, for three reasons :

- it will increase the overall cost of doing all stellar research from a system. before you did levels 1 to 4 (for example) and from system Main find the links to System Uno (1 jump away), Dos (2 jumps), Tres (3 jumps ) and Cuatro (4 jumps). This would take 4000mus to get all 4 systems. If the SCs are used up, this becomes 10 SCs.

- I like the risk factor (even if people think its small) of having SCs being stolen.

- If SCs become purely jump link based and exhaustible, what will replace them for the general stellar exploration of a system (using it to find unknown wormholes, etc)?

Mark
Avatar
Lets see if I got it straight! To simplify we have 4 systems, named 1,2,3 and 4 and the jump distance is 1 per system. So to get from 1 to 4 I use 3 jumps.

Starting at 1 if I research 2 I use 1000, but if I knew of 4 I could just use 3000 research points to get there and bypass 2 and 3?

And what if I go (from 1) for system 3 after researching 2? Also 1000 or 2000? I think it should be 2000 because I'm looking for a viable link from 1 to 2. But does studying a safe route to 2 and 3 automatically give me the route between 2 to 3? I don't think it should.

Also, this thing about knowing the destination how is it done? Are we speaking about commonly known systems or about system discovered from that inital stellar cartography to find out if there are viable routes to anywhere. If so just how far can one such tech probe?
Dan Reed
QUOTE

I am still thinking hard on this and trying to integrate specific system research…


There are several ways to do this - the suggestion of creating a specific "SC Alpha to Beta" tech of appropriate size seems simplest... how often do these requests happen? An alternative is to stick to SC being a progressive thing as it is at present, and say that you will automatically discover the intermediate links as part of the research....

QUOTE

Looking at stellar cartography from another angle, we find that it is actually mapping ISR supporting field around the destination star in order to successfully chart a jump route.
Therefore undertaking stellar cartography should not necessarily be for the current system but for the destination system.

whioch is fine in itself to a point, but has implications for secret systems etc. If you wanted to take this route, I would prefer it to be for SC research to give the link between the two systems (rather than a system itself). You could do this by the link being given by a blueprint researched off of the particular SC tech perhaps...
QUOTE

So in the above example Muppet is a 2 jump from Doofus, so in this case requires 2 projects.
However researching the link from the Indigo system requires 3 projects.

this takes no account of a link being intrinsically "harder" to find (less stable, more complex etc.), but of the same hyperspace "distance"...which seems a shame
QUOTE

can even look to see if there is a closer star allowing the mapping to be conducted faster i.e. mapping Trinity from Earth took 70 Stellar Cartography - Trinity projects, but mapping Trinity from Capellan only took a couple.

so would somebody mad enough to do the 70 SC (trinity) projects get the complete jump route from Sol? or just knowledge of Trinity so as soon as they found a system within range the system scan would show it?

Dan

edit: minor clarification smile.gif
ptb
QUOTE (Dan Reed @ Apr 20 2005, 06:57 PM)
whioch is fine in itself to a point, but has implications for secret systems etc. If you wanted to take this route, I would prefer it to be for SC research to give the link between the two systems (rather than a system itself). You could do this by the link being given by a blueprint researched off of the particular SC tech perhaps...

I agree, a seperate stellar cart for each link, and keeping the current level 1 through x for the system (ie wormholes, stargates, astroids etc etc) seem to me to be the most flexible and makes more sense. The whole being able to see 'public' systems seems a little wierd to me.

You'd have to say what link researches were avaible in the relevent level x of the system cartography (which impiles at least two researchs for a link, one for the system which gives you the relevent information and one for the link itself)
Thomas Franz
QUOTE (Mica Goldstone @ Apr 20 2005, 03:12 PM)
I am still thinking hard on this and trying to integrate specific system research….

Viewing stellar cartography as something that it is actually mapping ISR supporting field around the destination star in order to successfully chart a jump route makes sense, and would also fit in nicely in the suggested stacked stellar cartography with variable size mechanics. The only difference is how you interpret the name of the tech that is beeing researched.
The tech SC - Muppet (can be researched in any system and you need varying amounts of them in different systems to gain knowledge of the Muppet system) is essentially the same as SC - Doofus mkII (TM text: locates the Muppet system from doofus). If you wanted to gain knowledge of Muppet from Indigo then the tech to start would be SC Indigo custom or SC Indigo - Muppet (3k Mus with or without out prereqs depending on what from where).
This can be applied to any type of SC research, either follow the ordinary stacked tech route with varying tech size or go down a custom route that needs to be defined case by case by the GM. The only drawback I see with this is that there will be more tech item numbers used (e.g. trinity from earth would probably be SC earth - trinity mk1 to mk14, each 5k mus), I do not know if this is a problem.

The advantages that I see are that we keep the flexible (untoolable) standard tech system, that the current way to produce stargate keys etc will stay the same (since tech is not burned when adding to archive) and so on, but a few SAs will allow you to research anything from anywhere at increased cost.
Basically nothing gets taken away from players, only more options are granted.

This would allow players to (still) simply 'research what is next' (most cost effective but undirected) and also specifically research what they want at increased individual cost. Also they will be able to find out beforehand (in most cases) what they get for what cost, which again iadded benefit for the players.


Thomas
HPSimms
This is all getting very complicated. Time to apply the KISS principle.

Geoff
Steve-Law
As pointed out in that thread, the related Poll shows a large majority. Admittedly it's not a huge sample, but it's been there a while now and looks to be fairly representative of at least the regular board users (which is, after all, where this was raised and is being discussed).

Any update Mica?
Mica Goldstone
No observatories.

Research is for the system and reveals new systems. Generally these are within four jumps, though under unusual situations (bloody extreme costs) these can be more than four jumps, though obviously requiring a jump to an intervening system.

It appears that the majority prefer level I to always be 1000mu and nothing should be found out until this is completed.
Further programs are variable size and prior to their beginning a note of what they will reveal and their size can be obtained through special action, providing proceeding level is tooled.
Clay
Yay!
Sounds good to me biggrin.gif
Sleeps With Dragons
Ok, I'm new to the SC part of Phoenix, but the above suggestion sounds sensible to me.