David Bethel
This is a list of changes that will implemented over the summer - if you want to discuss any of these changes then use the other thread.

General Changes

[1] DNT lists will remove targets that are no in line with them.

[2] GPs will not be able to have items delivered to them / picked up that can not move unless they have the cargo space to carry them.

[3] Gps will only be able to be embarked by a position with sufficient life support capacity to carry them. Life forms that are carried in GP cargo will not count to this life support capacity (so using shuttles etc in a GP will allow them to be carried in ships standard cargo). Life support requirement will be listed on the
GP

[4] An item + an order will be added to allow cargo to dropped directly to a GP or SB from the orbital quadrant/orbit of a planet, even if the position is in ground combat.

[5] Ground Assault GP (assuming its not already attacking an SB) allows
25% max control loss per round.

[6] Ground parties will not be automatically stopped for combat when they encounter an enemy GP. A mini combat will be fought to decide if they are stopped.

[7] GPs/SB will not be able to be pinned.

[8] Custom orders - Lots of new orders for positions.

[9] Custom maintenance orders for starbases will be pulled from the starbase and the planetary body - for events connected to the planet.

[10] If you can not flee due to no movement speed then you will not try again and
a comment will be issued.

[11] Correct targets will be picked on entry to a battle based on target setting

[12] Ships and GPs will beable to deliver to a position in combat, but the position itself will be placed in combat first and the delivery will be after combat. Any further orders (other than deliveries) will suspend the turn.

[13] Hiports will not be useable while in combat.

[14] Photon Guns/Nova guns will have their accuracies changed to +6/7/8/10/12

[15] Rail guns will have their accuracies changed to +0/1/2/6/8

[16] Option to have turns back as HTML will be implemented per position (or all positions)

[17] Order editor/orders will updatable online.

[18] Order to create cargo dumps: These are a type of debris that can be created when landed that does not decay. There is no cargo limit but anyone can pickup from them.

Pepper effect

Interceptors and point defence weapons (not phalanx) will fire at every attacking target that the positions list dictates. You are defined as an attacker if you have locked a target or have an enemy/support/defend list that can lock a target. This may mean that light hulled ships may not make it into combat (especially if they are packed with missiles). Normal/heavy armoured ships will not be significantly affected as the AF of interceptors will be greater than 1.

Starbase in Short Range combat

[1] Other starbases will only be able to deliver to the starbase via shuttle ports.

[2] Hiports will be disabled.

[3] The following orders will be disabled on all positions in ground combat:
Untool Tech
Scrap complex
Scrap Item
Sack Personnel
Deliver
Delievr item type
One off Spread

[4] Ships and GPs can pickup from the starbase is they are docked.

[5] Created Gps will be in short range combat and will not be able to issue jettison/sack orders. Moving outside the SB will remove it from combat and will only be possible is the GP can move.

Officer Changes

- Officer are no longer unquie items, but carry their name as part of the items information on a position.
- Officer will be transferred by a different order to normal items
- Officers will lose their current experience and have it replaced with training points, that can be spend with a training complex visit (existing officers can do this order anywhere + its free).
- Training points are gained in 2 categories Naval and Civilian. Each category has associated skills and each time a skill is raised by 1 lvl the training point to raise any skill in that category increase. Max skill lvl is 4.
-Skill point progression is 1/2/4/8/16/+8 there after
So lvl 3 Navigation + Lvl 2 Leadership costs ([1+2+4]+[8+16])
- Training costs 500/1000/2000/4000 stellars to train the lvl
- Training points are gained for combat and time spent on active starships.
- Naval Skills
[1] Combat Manoeuvre [+.5g dodge/lvl]
[2] Weapon Accuracy [+.5 acc/lvl]
[3] Fleeing [+.5g dodge when fleeing]
[4] Leadership [+5% crew factors per lvl]
[5] Sensor [+5% sensor power]
[6] Stealth [-5% Visible Surface Area/lvl]
- Civilian
[1] Exploration [Flagged to GM]
[2] Trade [-1 Tus Transactions/lvl]
[3] Prospecting [-5% Tus/lvl]
[4] GPI [+10% GPI Sensor factors/lvl]
[5] Navigation [+5% man speed per lvl]
[6] Jump Drive Operation [-5% Jump time per lvl]
- A similar system is being considered for operatives.

Events

-All in game actions will be linked into an events database which will spread events/rumours throughout the game.
-Recreation complex/maintenance complex visits will result in rumours
-Agents will be able to gather rumours at no risk

Industrial Sector Model

A planetary economy model will be put together and tested for viability
for us in the planetary governments.

Chaff

Basically 'dump chaff' would replace the 'dump cargo' routine + be generally available.

Each item would be given a chaff factor and when they are dumped they will increase the chance of a pin being blocked. There will be an option to dump cargo and flee as well as dump chaff and flee. A large 100% freighter dumping all its cargo will most likely always escape a pin.

The position number for debris will also be given to the attacker if cargo is dropped and if the attacking ship. If the is no space battle and the ship has cargo space any none chaff will be scooped based on item security.

Internal Free space

[1] Empty space: Internal damage to ships will have a possibility of hitting empty space. If x% of the internal components are destroyed then there is a x% chance that an internal hit will transferred to the hulls.

[2] Target area Mod: Installed ship components will have an 'installed area modifier' that increases/ decreases their target area of an item when they are installed. This means that so items will have more external components to them and can be hit easier.

Note: The empty space routine would be based on the target area compared to mus on installed space not target area. So if you ship has 3000 mus of target area from items but 2000 mus installed space, the empty space routine will not cut in until the target area of the items is less than 2000.

Leaving Combat

Pinning does not prevent a position from leaving combat. A pinned position however has to run the gauntlet in order to escape. This effectively means that the pinning position gets free attacks and all other positions targeting the pinned position gets some degree of free attacks. These are all treated between rounds and so are on top of normal events during the battle. The pinned position cannot fire back (whole hoard of reasons - engines in line of sight, energy usage, random manoeuvring but most importantly Game Balance).

The current suggestion is that the pinning position gets four rounds of fire. All other positions that have locked the pinned position will get a proportion of their attacks based on the fraction of locked targets.

Further, the number of rounds of fire will be dependent of the relative speeds of the targeting and locked and pinned position.

Targeting position is stationery - 1 round
Targeting position is slower - 2 rounds
Targeting position is equal to or faster - 3 rounds

The ramifications are that a poxy little ship with armed with a toothpick is simply not a threat and four rounds of fire is nothing to worry about A slow but heavily armoured ship will be able to walk out of most combats intact. Normal and lighter hulled ships will rarely be able to withstand three and four rounds of fire. The above is not applied to successful fleeing, i.e. dump cargo and superior speed will not result in running the gauntlet."

All players are reminded that they can register and post their own thoughts and opinions on the rules change.