David Bethel
Discussion on the summer changes here - most changes have already been discussed in other topics.
Thali Rahm
I am looking forward to most of the changes, especially rumours and officers. I really like the fact that this game is constantly upgraded/updated to make it better. smile.gif
ptb
Most of the ideas i think are great especially rumors and the planetary economy model stuff.

Regarding the officer stuff rather than let players choose which skill is increase wouldn't it make more sense for it just to be selected (naval or civilian) by the game itself, I think this would make more more intresting officers. Unless of course most people want this leveling up of officers.

Secondly does this means officers can no longer be sold (not being unique items)?
Pride_Motnahp
i really love the sound of the new changes and am looking forward to the nw level that they will bring to pheonix.

just so that i know, which changes will be introduced, just saves me trawling the rest of the threads.
Rich Farry
Officer Changes - A means of experience (plus seperate skills?) for starbase officers?

Pepper Effect - Will interceptors be vulnerable to point defence during the 'pepper round'?
Goth
QUOTE (David Bethel @ Jul 1 2005, 12:10 PM)
Discussion on the summer changes here - most changes have already been discussed in other topics.

What changes???????? The only ones I have found are the new combat emergency fixes....

Goth
Rich Farry
QUOTE (Goth @ Jul 1 2005, 02:12 PM)
What changes????????  The only ones I have found are the new combat emergency fixes....

Goth
Avatar
Please also add a selection on naval weapons fire order, or at least use another rule other than the alphabetical order.
Andy
I'd like to see an option for weapons based on ship type eg

All light weapons fire at light and xlight hulled ships (rail and photon)
All Gun weapons fire at normal hull ships
All cannon weapons fire at heavy hull ships
Jerusalem
What does:


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


mean?
HPSimms
The officer skills infer that a ship can be equipped with a full compliment of officers with varying skills and get the benefit of the lot, is this correct?

Also what is it going to cost to "produce" a new officer?

Geoff
David Bethel
QUOTE
The officer skills infer that a ship can be equipped with a full compliment of officers with varying skills and get the benefit of the lot, is this correct?


It was not the intention, but its something to think about.
You will produce tehm the same way normal naval officers are produced, and then tehy can gain skill etc.
David Bethel
QUOTE
1] DNT lists will remove targets that are no in line with them.

DNT stops you getting a target onto your locked target list, however it does not remove a target from the locked target list (say if it changes ownership during a battle).
Clay
So adding to DNT listds during combat would require a Clear Target lists to ensure you stop targetting them. And if you have MOH on your DNT list, and your enemy current target suddenly changed to MOH, you would still shoot them until the battle is over, or you Clear Target lists?

Good smile.gif
Clay
QUOTE
[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.


So a piece of ship equipment that allows you to preform an Air-Drop of equipment to a GP/SB at any time, including during combat?
Clay
QUOTE
[10] If you can not flee due to no movement speed then you will not try again and a comment will be issued.


So if you fail to flee because of no movement speed (no engines/Tractor'd), you will instead return fire (assuming you have weapons)? Or just sit there taking fire for the rest of that day?
Sjaak
QUOTE
[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..


I am not rreally sure if this is realistic or good.

I do know that some traders tend to use GP's as an sort of stockpile. An GP is in my eyes no more then an bunch of items guarded by some troops. In history we have seen those kind of situations often, think about Fuel Dumps in WW2 or ammo depots.

In current time, harbours are full with goods lying around
Sjaak
QUOTE
[13] Hiports will not be useable while in combat..


Why not??

And will be considered an combat. An couple of months ago, it took me two weeks to clean out the planet on which my base was located from some enemy GP's. It would be very unrealistic and very annoying if I wasn't able to use my HiPorts due to that.
In that period those GP's did ZERO damage.

I can understand that you want to try to prevent people from taking the best goodies if the base is going to fall, but make sure that this new rule is only active when the combat side has an realistic chance in taking over the starbase. Otherwise I will see small suicide GP's moving into big trade starbases so that they can't trade for the duration of the combat.
Frabby
My first impression of the upcoming changes:
Lots of good stuff there!

A few comments from my side though:

[2] GPs to require functional space
This has the ramnification that GPs cannot be used anymore as deep space depots. Which is not a bad thing as it is currently (too) easy to build a space station in mid-space. Players would just have to use another type of position.
However I can see two other problems: What happens when a GP loses movable cargo space (i.e. shuttles, surface crawlers)? And what will become of Debris type GPs? Or is debris an entirely different position type?

[4] Orbital delivery item
While not a bad idea in principle, I would prefer to see this to become part of a set of Combat Delivery and Boarding rules which would also involve boarding rules, including boarding from docked ships and Hotboarding by troops arriving via shuttle.

[6] Mini combat for stopping
I have a problem with "mini combats" that occurr outside of the normal game sequence. They don't tie in with the game concept of one battle per day and are bound to cause problems because of that.
In this case I would prefer a setting on GPs similar to a ship's flee settings, with the option to disengage/retreat (ends battle after 1 round, don't shoot back, stops GP), fight it out (stops GP, regular battle) and press forward (regular battle with lowered combat potential, but not stopped - will continue movement after the battle). The GP cannot have a second combat that day even if it arrives at the location.
Finally, there could be the Ignore and Press Forward setting which will suffer the GP 4 rounds of fire without shooting back, but doesn't count as a battle, allowing the GP to join any battle they were heading for.

[14] New accuracies for beam weapons
I really see no reason for bigger guns to be more accurate here, and suggest a +9 acc bonus across the board instead. Otherwise bigger guns would be better to hit specified target areas, which doesn't make any sense at all to me. If +9 acc makes smaller energy weapons too powerful then use a lower overall acc bonus.
Alternatively, leave beam weapons as they are and lower the acc of missiles and torps (but this would make starbase defence yet more of a nightmare).

[15] New accuracies for rail weapons
Similar thoughts as for energy weapons. Big bore guns being more accurate?
Especially in the case of rail weaponry, which is very effective even against heavily shielded starbases, the accuracy reduction for bigger versions that have a yet higher penetration potential did make perfect sense to me. On top of this, I don't understand why the acc gap was even widened to such extremes (from 0/0/-1/-3/-5 to 0/1/2/6/8).
In case of rail weapons I guess I'm a follower of the old "not broken - don't fix" doctrine. I've seen them used to good effect against starbases and even against slow freighters. What's wrong then to require a change?


[Pepper Effect]
Not sure wether I like this at all. In fact I believe I hate it already, although I probably haven't fully understood it yet.
What problem is being adressed?
As far as I understand it this change will turn interceptors and gatling lasers into low-powered offensive weaponry that can actually damage light hulled ships, with the hope that this might actually hit the ammo supply aboard a one-shot wonder ship and blow it up. Won't work on magazine ships, btw.
But how on earth could this possibly prevent light hulled ships from "making it into combat" as suggested? Is the targeting range (and kill range) of gatlings that much better than for regular photon weaponry? Are Interceptors now supposed to be performing long-range patrols?
How powerful will xlight ships packed with gatlings and interceptors become?


[Starbases in short range combat]
Why should a starbase not be able to create GPs?
Remember that with the new GP rules outlined under [2] above means the starbase cannot simply remove valuable goods. Also, the new GP will start docked with the starbase and subsequently suffer splash damage which may destroy it before it can be used. Finally, the attacker is informed of the GP on the battle printout (docked non-combattant) and can elect to target this GP the next day if he believes it poses a tactical danger.
In the Janth battles, the DTR eventually abandoned our starbases and formed the remaining tanks into a strike force that even managed to proceed to the local FET starbase and capture it. This tactic would only be possible with the suggested rules if and when the starbase falls and the defenders retreat into a GP. Why limit tactics in this way?

Sacking personnell was considered a humanitarian act by the DTR, especially as a starbase under attack quickly loses so many complexes that a lot of the workforce become redundant. It is not only bad roleplaying to keep them (but you could claim that there is no safe way out of a starbase under attack), but it also costs stellars to pay their wages when you most definitely don't need them anymore. The loyalty of employees is always questionable as shown on the TM so why on earth would any starbase governor in his right mind want to continue paying them?
Something I'd like to see back from BSE is militia, formed from employees and small arms (which are also back in the game as a trade item). There should be a conversion order, and probably a weekly limit determined from security complexes.


[Officer changes]
The general ideas sound very well, but a few questions remain:
- I take it there will be a generic "Officer" lifeform item to represent the officer when the ship takes damage (chance to get him killed), as well as for scans and scouting and perhaps ground combat. The actual name and stats of the officer are stored with the position he commands.
- It must obviously be possible to carry several officers on a given position (see Geoff's mail), but I would expect them to divide any training points gained by the position between them.
- How are training points gained anyways? "Combat and time spent on active starships" is a little vague...


[Events]
Hooray! Rumours are back!
Can we please have a "Rumour" order to add bits and pieces of information to the events database, probably subject to GM approval.
Also, would it be possible to gain political information (on items, starbases, hidden asteroids and planetary bodies or even systems) through rumours, or spread such information in a similar manner?


[Chaff]
Will there be a designated Chaff item to use this rule to best effect? Many freighters would probably opt to replace all their defence systems with chaff, at least when moving low-value cargo that can be dumped.
Will the number of attackers play a role in the chaff rules? I mean, it may be okay for a freighter to dump its cargo as chaff and evade a single pirate attacker. But would a couple of FET blockade runners be able to evade a DTR battle fleet just as easily? Remember that the DTR battlefleet most likely want to destroy the transports, and don't really care for the cargo so much.


[Leaving combat/Running the gauntlet]
I've already posted my strong opinion against this proposal in the other tread. I am conviced that, since this solution violates the rules concept of One Battle per Day, it will cause more problems than it solves. I also feel it is far from an elegant solution, in part because so far nobody was able to point out what exactly the problem was.
HPSimms
QUOTE (David Bethel @ Jul 2 2005, 01:18 PM)
QUOTE
The officer skills infer that a ship can be equipped with a full compliment of officers with varying skills and get the benefit of the lot, is this correct?


It was not the intention, but its something to think about.
You will produce tehm the same way normal naval officers are produced, and then tehy can gain skill etc.

Too expensive to have more than one a ship then <g>.

Geoff
Steve-Law
QUOTE (Sjaak @ Jul 3 2005, 09:52 AM)
QUOTE
[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..


I am not rreally sure if this is realistic or good.

I do know that some traders tend to use GP's as an sort of stockpile. An GP is in my eyes no more then an bunch of items guarded by some troops. In history we have seen those kind of situations often, think about Fuel Dumps in WW2 or ammo depots.

In current time, harbours are full with goods lying around

How can you equate a harbour or an ammo depot to a "Ground Party"? A Unit of soldiers is a GP, a unit of tanks is a GP, the A-Team is a GP, but a warehouse with a night watchman is not a GP, nor is a huge great pile of ore with someone sitting on top of it.
Steve-Law
QUOTE (Frabby @ Jul 3 2005, 10:16 AM)
[6] Mini combat for stopping
I have a problem with "mini combats" that occurr outside of the normal game sequence. They don't tie in with the game concept of one battle per day and are bound to cause problems because of that.
In this case I would prefer a setting on GPs similar to a ship's flee settings, with the option to disengage/retreat (ends battle after 1 round, don't shoot back, stops GP), fight it out (stops GP, regular battle) and press forward (regular battle with lowered combat potential, but not stopped - will continue movement after the battle). The GP cannot have a second combat that day even if it arrives at the location.
Finally, there could be the Ignore and Press Forward setting which will suffer the GP 4 rounds of fire without shooting back, but doesn't count as a battle, allowing the GP to join any battle they were heading for.

So if say a Starbase has a 1 troop GP in each square around it, would you expect a 2000 tank GP to be stopped by it for a day's battle even though it would take about 3 seconds to dispose of?

You could put them 5 deep and buy yourself 5 days to get in reinforements while the approaching GP is stopped by GP after GP on its way to attack you (or more for longer).

That's ridiculous, there's got to be a better way to handle it. the IMPs or DTR might be able to delay an army for a day with paperwork after killing a sinlge enemy troop, but a lot of other affs wouldn't bat an eyelid and just keep rolling forward.
Steve-Law
QUOTE (Frabby @ Jul 3 2005, 10:16 AM)
I really see no reason for bigger guns to be more accurate

I kind of agree with this, although I can imagine reasons for it (bigger gun allows more targetting "curcuits/add-on" gubbins). But it would seem more sensible from a mechanics point of view to reverse the accuracy? Smaller guns are more accurate but do less damage; Larger guns are less accurate but do more damage.
ptb
QUOTE (Steve-Law @ Jul 4 2005, 07:33 AM)
Smaller guns are more accurate but do less damage; Larger guns are less accurate but do more damage.

I'd have said better armour factor rather than more damage, but the point is one i agree with. We have the case where big guns should be targeted and small fast ships and smaller ones at large slow ships, that can't be right.

Although if you gave the big guns more damage it would destory the balance between the weapons.
Mica Goldstone
QUOTE (Steve-Law @ Jul 4 2005, 06:33 AM)
QUOTE (Frabby @ Jul 3 2005, 10:16 AM)
I really see no reason for bigger guns to be more accurate

I kind of agree with this, although I can imagine reasons for it (bigger gun allows more targetting "curcuits/add-on" gubbins). But it would seem more sensible from a mechanics point of view to reverse the accuracy? Smaller guns are more accurate but do less damage; Larger guns are less accurate but do more damage.

A big weapon hits a larger area.

It may be difficult to hit a small target hung on a barn door from a hundred yards with a revolver.
It is quite easy to hit target hung on the barn door from a hundred yards if your weapon will take out the entire barn and half the surrounding yard.

Same principle applies here.

The argument that it means that the larger weapons are therefore better at taking out specific weapons also holds true. You will hit the weapon you are aiming for, but the overspill damage, as the applied damage is invariably greater than the target weapon will still be hammered into the rest of the position (the barn door, the barn and the surrounding yard in the above example).

Mica Goldstone
QUOTE
[Pepper Effect]
Not sure wether I like this at all. In fact I believe I hate it already, although I probably haven't fully understood it yet.
What problem is being adressed?
As far as I understand it this change will turn interceptors and gatling lasers into low-powered offensive weaponry that can actually damage light hulled ships, with the hope that this might actually hit the ammo supply aboard a one-shot wonder ship and blow it up. Won't work on magazine ships, btw.
But how on earth could this possibly prevent light hulled ships from "making it into combat" as suggested? Is the targeting range (and kill range) of gatlings that much better than for regular photon weaponry? Are Interceptors now supposed to be performing long-range patrols?
How powerful will xlight ships packed with gatlings and interceptors become?

Yes they will be low powered offensive weapons - but their effect is only against enemy offensive units (not resupply cargo ships). Their actions will counter the anomaly which is the xlight-torp and a number of other dubious actions.
Note that if the xlight-torp carries magazines then it's stomp power is much reduced.
As we have always said, the pecking order is Heavy > Xlight. Why shouldn't the mechanics ensure this? There are plenty of tactics in the game without the need for the munchkin method.
The damage they deliver is only a threat to aggressive xlight/light ships. They will not be any use in smashing passive ships between rounds.
Frabby
QUOTE (Mica Goldstone @ Jul 4 2005, 08:58 AM)
A big weapon hits a larger area.

It may be difficult to hit a small target hung on a barn door from a hundred yards with a revolver.
It is quite easy to hit target hung on the barn door from a hundred yards if your weapon will take out the entire barn and half the surrounding yard.

Same principle applies here.

The argument that it means that the larger weapons are therefore better at taking out specific weapons also holds true. You will hit the weapon you are aiming for, but the overspill damage, as the applied damage is invariably greater than the target weapon will still be hammered into the rest of the position (the barn door, the barn and the surrounding yard in the above example).

Not convinced. I don't think your example accurately describes the situation.

Your example explains why area effect weapons have a better chance to hit something. But their targeting bonus is bought on the cost of being area effect, i.e. high AF value and overall low damage.
Big guns do not hit a larger area. That is expressed by damage and AF values, not accuracy.

Specific targeting is only relevant for beam weapons as far as I now. I suggest first to balance beam weapons against other weapons in the game, then adjusting the Specific Targeting rules to the new beam weapon parameters.
How about improving the targeting of beam weapons by +3 across the board (+1 per tech level) and at the same time make specific targeting +3 more difficult?

Btw, I really like ptb's idea about improving the AF value as guns get bigger! Could this be a way forward for rail weaponry?
Frabby
[Pepper effect]

I don't have a problem with gatlings and interceptors getting an offensive role.

But I can't see how they would prevent a XL-Boomer from launching a volley of torps in the first place, unless those gatlings and interceptors get a "zero-eth" round of combat which I would be totally opposed to.

Generally, why not reduce the target size of a torpedo to 1mu, which would make it much more susceptible to point defense? Or alternatively, double or triple the power of PD weapons and improve kinetic missile armour accordingly.

The problem is not so much that XL ships can launch volleys of torps, it is the difficulty to evade the torps. The point defense approach is something that wasn't considered yet.
Steve-Law
QUOTE (ptb @ Jul 4 2005, 08:27 AM)
QUOTE (Steve-Law @ Jul 4 2005, 07:33 AM)
Smaller guns are more accurate but do less damage;  Larger guns are less accurate but do more damage.

I'd have said better armour factor rather than more damage, but the point is one i agree with. We have the case where big guns should be targeted and small fast ships and smaller ones at large slow ships, that can't be right.

Although if you gave the big guns more damage it would destory the balance between the weapons.

I wasn't suggesting giving bigger weapons more damage I was saying that they already get more damage, so now they get more accuracy as well?

Mica, I see your point although accuracy does not conjure images of mass destruction to me (why bother with high spec sniper rifles and highly trained marksmen when you just drop a dirty great bomb?), but in terms of chance to hit (as it means in this game) I suppose it's fair enough. I mainly thinking of balancing the weapons a bit more (to give lighter weapons more use than just killing freighters, i.e. if you want specific targetting to work - use light weapons, it hits what you want and nothing else - more "accurate" - e.g. for capturing ships practically intact rather than an empty shell).

"Right Soldier, I want that machine gun nest taken out so we capture the enemy HQ."

"BOOM! One Machine gun nest destroyed sir!"

"Where the hell did the HQ go Private?!"

"Erm... gulp..."

A more "accurate" solution (no pun intended) might be to have 2 accuracy bonuses. One as it is now a simply "to hit" chance (general targetting), but another that is applied for specific targetting. Thus larger weapons (wider beams) get better to hit general targetting, but smaller weapons (narrower beams) get better specific targetting accuracy.
Sjaak_At_Work
QUOTE (Steve-Law @ Jul 4 2005, 06:24 AM)
QUOTE (Sjaak @ Jul 3 2005, 09:52 AM)
QUOTE
[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..


I am not rreally sure if this is realistic or good.

I do know that some traders tend to use GP's as an sort of stockpile. An GP is in my eyes no more then an bunch of items guarded by some troops. In history we have seen those kind of situations often, think about Fuel Dumps in WW2 or ammo depots.

In current time, harbours are full with goods lying around

How can you equate a harbour or an ammo depot to a "Ground Party"? A Unit of soldiers is a GP, a unit of tanks is a GP, the A-Team is a GP, but a warehouse with a night watchman is not a GP, nor is a huge great pile of ore with someone sitting on top of it.

An GP can consist of everything.. Lets look around and think.

If you are shoveling goods from one side of an country to another side, does it ALWAYS sit on an vehincle which is capable of carrying it around?? Never seen an pile of goods with just an guard???

In my eyes, an GP can be everything, which doesn't need an ship or an pernament structure. Or it was something like.

And why should an GP have enough shuttle capacity to hold the items, they ar not flying away or something like it. Yes, it can't be moved, but thats not an issue why you can't store it like this way.

To get back to your question: an Ammo Depot.
Isn't that no more then just an pile of ammo, with some guards protecting it?? Why should it be in an vehincle?? Or is it smart to keep it in an vehincle all the times??
Steve-Law
GPs and Cargo

To me a GP should have a cargo capacity. Anything that exceeds that cargo capacity should be considered DEBRIS (although if debris is on the ground it should NOT decay, but in space it should). That way yes you can have a pile of Ore on the planet, but if you want to move it you must either bring along enough cargo transport to move it all (trucks), or move it a bit at a time (men with shovels).

An Ammo Depot, in Phoenix terms, should be either an Outpost (if a permanent or semi-permanent depot is required), or "Debris" (guarded by a GP in the same location yes, but not part of the GP).

Edit: Hmm thinking about it, all debris should decay so if you want the pile of ore to stay for a little while you must build or bring some means to contain it (1 complex outpost or shuttles or whatever)
Mica Goldstone
QUOTE (Sjaak_At_Work @ Jul 4 2005, 09:19 AM)
QUOTE (Steve-Law @ Jul 4 2005, 06:24 AM)
QUOTE (Sjaak @ Jul 3 2005, 09:52 AM)
QUOTE
[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..


I am not rreally sure if this is realistic or good.

I do know that some traders tend to use GP's as an sort of stockpile. An GP is in my eyes no more then an bunch of items guarded by some troops. In history we have seen those kind of situations often, think about Fuel Dumps in WW2 or ammo depots.

In current time, harbours are full with goods lying around

How can you equate a harbour or an ammo depot to a "Ground Party"? A Unit of soldiers is a GP, a unit of tanks is a GP, the A-Team is a GP, but a warehouse with a night watchman is not a GP, nor is a huge great pile of ore with someone sitting on top of it.

An GP can consist of everything.. Lets look around and think.

If you are shoveling goods from one side of an country to another side, does it ALWAYS sit on an vehincle which is capable of carrying it around?? Never seen an pile of goods with just an guard???

Er... actually no. They are either on the quay, i.e. in a harbour (a fixed position), in a station (another fixed position), in a container on a truck or in a yard. I really can't remember the last time I travelled down a road and glanced out of my window to see an open field filled with merchandise in prestine condition just sitting there in a dirty great lump with no railings around it (fixed position).
The closest thing I have seen is a circus... hold on, ain't they mobile?

So, if you want to dump your stuff, then you need temporary shelter - a dome should do quite nicely. There is nothing stopping you dismantling it after it has served its purpose. It makes sense whether this is on the ground, in orbit or in the middle of space. If it gives more power to ships, then again, it is not a bad thing.
Sjaak_At_work
QUOTE (Mica Goldstone @ Jul 4 2005, 09:39 AM)
So, if you want to dump your stuff, then you need temporary shelter - a dome should do quite nicely. There is nothing stopping you dismantling it after it has served its purpose. It makes sense whether this is on the ground, in orbit or in the middle of space. If it gives more power to ships, then again, it is not a bad thing.

I don't think I can really agree with you.

The last time I watched tv-series like MASH or such, they were clearly using tents. Which is pretty much 'short term'. As Phoenix doesn't have that kind of structures... Also an fuel dump would consist (in war situations) would consists of simply barrels of fuels guarded by some soldiers. Why do you should build pernament structures if you are planning to leave in an couple of weeks??

About those quays, you as player doens't need to control those quays it could be quays owned by the local civies. The NEW thinking about GP clearly seems to forget the realities in military life (and trade life) people tend to use storage room which they can take from others.. they rent it or whatever.

And in space.. why should the holding limit be limited to the shuttle capacity of the GP. There is NOTHING preventing you from shutteling it our of your ship and pick it up in an couple days, put an guy with it (if needed in an nice shuttle) to guard it and you are ready.

Compared to the current situation the new GP rules sucks. Its not realistic and its going to be very annoying. And building an dome, everytime I need some short term storage is an big no-no.
Steve-Law
QUOTE (Sjaak_At_work @ Jul 4 2005, 12:03 PM)
Compared to the current situation the new GP rules sucks. Its not realistic and its going to be very annoying. And building an dome, everytime I need some short term storage is an big no-no.

You seem to be saying that you do this a lot? I've never done anything like this (that I can think of) so how about you provide some Phoenix specific examples of when you would do this and why?
Steve-Law
QUOTE (Sjaak_At_work @ Jul 4 2005, 12:03 PM)
And in space.. why should the holding limit be limited to the shuttle capacity of the GP. There is NOTHING preventing you from shutteling it our of your ship and pick it up in an couple days, put an guy with it (if needed in an nice shuttle) to guard it and you are ready.

Where would you put the stuff in space? Just leave it floating there? What stops it just drifting apart?
MasterTrader
QUOTE (Steve-Law @ Jul 4 2005, 12:09 PM)
QUOTE (Sjaak_At_work @ Jul 4 2005, 12:03 PM)
And in space.. why should the holding limit be limited to the shuttle capacity of the GP. There is NOTHING preventing you from shutteling it our of your ship and pick it up in an couple days, put an guy with it (if needed in an nice shuttle) to guard it and you are ready.

Where would you put the stuff in space? Just leave it floating there? What stops it just drifting apart?

Not to mention the significant proportion of game items that probably wouldn't cope terribly well in a vacuum and with no radiation protection...
Minotaur
Does this also mean that when ships are travelling through space they may hit a small GP storage depot just as they may hit an asteroid?

And what's to stop rogue debris floating in space battering the goods that are laying around (sorry floating around) in space? Or the local civies robbing a few bits when the few guards aren't looking.

If you can make short term supply depots in space with GPs then shouldn't there be an item that is needed to make them? ie Supply Depot Mechano set (item 999) 1000 mus. This would consist of the tents, signs to redirect passing shipping and items to stop the whole lot drifting off or getting sucked into the nearest planetary body.

This whole issue seems a little anti-game to me as it doesn't seem logical or fitting for the concept of the game.
David Bethel
QUOTE
This tactic would only be possible with the suggested rules if and when the starbase falls and the defenders retreat into a GP


I think we can change that to banning, jettison from gps in combat.
Sjaak_At_Work
QUOTE (Frabby @ Jul 3 2005, 09:16 AM)
[Starbases in short range combat]
Why should a starbase not be able to create GPs?
Remember that with the new GP rules outlined under [2] above means the starbase cannot simply remove valuable goods. Also, the new GP will start docked with the starbase and subsequently suffer splash damage which may destroy it before it can be used. Finally, the attacker is informed of the GP on the battle printout (docked non-combattant) and can elect to target this GP the next day if he believes it poses a tactical danger.
In the Janth battles, the DTR eventually abandoned our starbases and formed the remaining tanks into a strike force that even managed to proceed to the local FET starbase and capture it. This tactic would only be possible with the suggested rules if and when the starbase falls and the defenders retreat into a GP. Why limit tactics in this way?


Why not create an temporary efficiency drop?? And make it proportionel to the number of troops/combat units added??

You could make the first 4kmus of stuff without efficiency drop, but the rest is going to wreck havoc.. Try to get a new army of 400kmus organised within an couple of seconds :-)
Mica Goldstone
QUOTE (Steve-Law @ Jul 4 2005, 11:07 AM)
QUOTE (Sjaak_At_work @ Jul 4 2005, 12:03 PM)
Compared to the current situation the new GP rules sucks. Its not realistic and its going to be very annoying. And building an dome, everytime I need some short term storage is an big no-no.

You seem to be saying that you do this a lot? I've never done anything like this (that I can think of) so how about you provide some Phoenix specific examples of when you would do this and why?

The only obvious ones I can think off:

A load of troops and a lot of sensors in order to GPI a planet.

Leaving a load of items to be picked up by pirates without the risk of loosing a ship.

Leaving stuff in a GP within the OQ/linked celestial body and pick up from a hidden outpost via the shuttle ports without the other factions on the world knowing.
Sjaak
QUOTE (Mica Goldstone @ Jul 4 2005, 02:06 PM)
QUOTE (Steve-Law @ Jul 4 2005, 11:07 AM)
QUOTE (Sjaak_At_work @ Jul 4 2005, 12:03 PM)
Compared to the current situation the new GP rules sucks. Its not realistic and its going to be very annoying. And building an dome, everytime I need some short term storage is an big no-no.

You seem to be saying that you do this a lot? I've never done anything like this (that I can think of) so how about you provide some Phoenix specific examples of when you would do this and why?

The only obvious ones I can think off:

A load of troops and a lot of sensors in order to GPI a planet.

Leaving a load of items to be picked up by pirates without the risk of loosing a ship.

Leaving stuff in a GP within the OQ/linked celestial body and pick up from a hidden outpost via the shuttle ports without the other factions on the world knowing.

Stockpiling un-needed items due to the bug in the crew factors???

Mass producing certain naval items for later use, and then moving it temporary to an GP?? So that it wont effect the combat efficiency??

Buying some items for someone and storing it for later pickup??

And indeed I got severall GPI's GP in orbit around worlds.. its easier to setup then to redesign specific ships.

Moving per shuttles some modules so that your GP can build new Outposts?? especially if the planet is quite heavy??
Minotaur
Another example is in the event of a battle to stockpile ammunition in the outer quad then run torp / missile ships to and from the stockpile each day, resulting in single day torp ships having the ability to have an unlimited ammo supply - or has no one ever done this????

Saves having to sit cargo ships there, when they could be ferrying in more ammo.

Erik
Very nice to see updates to the game! Keep up the good work.

Regarding rumours: would it be feasable to connect rumours to ships? So that a ship visiting a starbase has a X% chance to pickup each rumour in the starbase and then Y% chance to deliver the rumours it carries? A recreation visit would increase the chance to 10X perhaps? The rumour would have a decay (perhaps ten weeks)? This could add some kind of "geografic" effects on rumours. Player added rumours would then be connected to the ship/starbase that created the rumour.

Just a thought.

Cheers,

/Erik (AFT)
Gandolph
i think rumours should be created by the game only, if players can create rumours, then it will be filled full of crap and rumours will then go unread, as they used to be years ago, as they didnt mean a thing........
Jerusalem
I'm always happy to accept interesting player-written rumours for inclusion in the SSS.

- The Editor.
Sjaak
Combat and Starbases

I am not really happy with the proposed restrictions on Starbases which are being assaulted. I do think that the restrictions should be implementated un such an way that the enemy side needs to have an overwhelming military power to be able to block certain aspects..
So, I would really be interested when an starbase is no longer be able to use his HiPort for instance, would an ground assault of an GP consisting an single soldier be enough??

On the other hand I also think that the same restrictions should apply for thos we are taking the base. Otherwise an player would be able to take over and base, destroy it and move on.. leaving behind an trail of dead bases.
Mica Goldstone
QUOTE (Sjaak @ Jul 5 2005, 11:28 AM)
Combat and Starbases

I am not really happy with the proposed restrictions on Starbases which are being assaulted. I do think that the restrictions should be implementated un such an way that the enemy side needs to have an overwhelming military power to be able to block certain aspects..
So, I would really be interested when an starbase is no longer be able to use his HiPort for instance, would an ground assault of an GP consisting an single soldier be enough??

On the other hand I also think that the same restrictions should apply for thos we are taking the base. Otherwise an player would be able to take over and base, destroy it and move on.. leaving behind an trail of dead bases.

Two obvious solutions:
A quick battle check in the same manner as stopping a large GP with a tiny one should be applied to a starbase assault seems reasonable. A trivial GP will not even make it to combat.
Or
A starbase is only prevented from acting after the first day of combat, i.e. the attacker has to be around for more than a day.

As capture and destruction scenario. We could change it so that all scrapping complexes and jettisoning items in an active starbase requires man-hours. Military use is not an option as it is simply too dangerous in a starbase to blow things up, they have to be systematically broken down and the waste has to be dealt with.Even in the real world, before a building is demolished through the use of explosives, the work that goes into preparing the site is significant.
If you want to blow it up (retreating army style), evacuate the starbase military equipment into the starport, open fire and keep firing until it is rubble. Theoretically, you do not even need to take everyone out, just start shooting.
ptb
QUOTE
- Officer are no longer unquie items, but carry their name as part of the items information on a position.


Does this mean that officers can no longer survive if a ship is destroyed? (And i still don't like the whole training thing tongue.gif)
Avatar
Mica, in history we've seen several frontline positions being pre-rigged for sabotage in case things turned to the worse.

I don't see any reason why things can't be blown, especially critical systems, like command, platform controls, etc.

Not the whole leveling of a huge base, however. thinking of it, not even orbital bombardment should be that destructive unless people do have loads of weapon systems and time to spare. Most buildings could perhaps be recovered albeit after expensive recovery plans.
Sjaak
QUOTE (Mica Goldstone @ Jul 5 2005, 12:40 PM)
Two obvious solutions:
A quick battle check in the same manner as stopping a large GP with a tiny one should be applied to a starbase assault seems reasonable. A trivial GP will not even make it to combat.
Or
A starbase is only prevented from acting after the first day of combat, i.e. the attacker has to be around for more than a day.

As capture and destruction scenario. We could change it so that all scrapping complexes and jettisoning items in an active starbase requires man-hours. Military use is not an option as it is simply too dangerous in a starbase to blow things up, they have to be systematically broken down and the waste has to be dealt with.

I prefer the first solution. Because the second one give the player the option to attack with severall small gp's. Maybe another option is to take out those small gp's (as long as they are not armed with tanks etc) using the security forces??

An one soldier GP should be taken care by an small opposing force. Thats why you also have security complexes..

Starbases also provide for jobs for the local civilian population, so we could have some excuses why you can't just scrap complexes when the base changes hands.
Andy
What about complexes can only be scrapped after 2 weeks - like the mass production order
Andy
[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.

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

These 2 items kind of contradict each other don't they or is this just to stop pickups? Does this mean that pickups will be allowed from OQ when not in combat?

It also means you do not have to control the orbit but the orbital quadrant in a ground battle.
Clay
Andy, I read it as being more like a parachute drop of supplies. The hi-port being out of service (just a little dangerous!) means that you have to throw the stuff out the window instead wink.gif
Obviously you can NOT throw things UP like that, so no collections.
Thali Rahm
QUOTE (Clay @ Jul 6 2005, 02:12 AM)
Obviously you can NOT throw things UP like that, so no collections.

Can't I use my rail guns for that? blink.gif
Clay
QUOTE (Thali Rahm @ Jul 6 2005, 05:14 PM)
QUOTE (Clay @ Jul 6 2005, 02:12 AM)
Obviously you can NOT throw things UP like that, so no collections.

Can't I use my rail guns for that? blink.gif

Well, you can deliver ammo that way... I think it's refered to as Blue-On-Blue tongue.gif
Andy
ok so unless the action is made difficult I'm against it as it will mean ships delivering normally ie no ground combat will not bother with orbiting. The order should be 100TU minimum.

Personally I don't like the idea of delivering from quad. It dosn't seem realistic to allow it.

If you go in and attack a base without the right equipment then you deserve what you get. Similar if you don't defend your base properly.

If you want to deliver to a starbase or GP then you should run the risk of landing ships in the starport to do it. Doing it from the OQ makes it too easy. Ground assault should be difficult.

I'll wait until more specifics come out to comment further though.
David Bethel
QUOTE
ok so unless the action is made difficult I'm against it as it will mean ships delivering normally ie no ground combat will not bother with orbiting. The order should be 100TU minimum.


It was a bit vague: It is going to use and destroy an item from the ship to do the drop. Ie you have to carry orbital drop capsules that destroyed during the action. ie it will only be used when necessary and they are essentially a 1 shot shuttle.

QUOTE
On the other hand I also think that the same restrictions should apply for thos we are taking the base. Otherwise an player would be able to take over and base, destroy it and move on.. leaving behind an trail of dead bases.


We can make the restrictions only apply if control <100% ie you are being attacked by something that its entering the starbase and stopping you doing stuff.

QUOTE
These 2 items kind of contradict each other don't they or is this just to stop pickups? Does this mean that pickups will be allowed from OQ when not in combat?

The idea is that you can get stuff into the starbase (but not out). However using a hiport means that you don't need to have any investment to shift a whole starbase - fine in normal situations, not so good when theings get destroyed by it.

Avatar
"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."

Just to be sure, what speed exactly? Combat speed? Does ISR speed affect anything in combat?

Andy
Combat speed
Archangel
QUOTE (Erik @ Jul 5 2005, 12:31 AM)
Very nice to see updates to the game! Keep up the good work.

Regarding rumours: would it be feasable to connect rumours to ships? So that a ship visiting a starbase has a X% chance to pickup each rumour in the starbase and then Y% chance to deliver the rumours it carries? A recreation visit would increase the chance to 10X perhaps? The rumour would have a decay (perhaps ten weeks)? This could add some kind of "geografic" effects on rumours. Player added rumours would then be connected to the ship/starbase that created the rumour.

Just a thought.

Cheers,

/Erik (AFT)

Nice Idea this..

Should suite the sneakiest most underhanded amongst us quite perfectly. biggrin.gif

Archangel
Archangel
QUOTE (David Bethel @ Jul 6 2005, 03:39 PM)
QUOTE
We can make the restrictions only apply if control <100% ie you are being attacked by something that its entering the starbase and stopping you doing stuff


This idea could be extended to constrain the amount of items that can be scrapped by setting the limit to not exceed the control percentage.
Ro'a-lith
QUOTE
*****KJC Update*****
New Order Config File
This contains the Convert Naval Items order.

This order converts 'naval' items to defensive items. Only 50% of naval mass may be converted. Entering from 'from item' as zero tells you how many mus can be converted.
* Weapons, Space Fighters, Interceptors, Fighter bays, Ammo --> Shield Complexes (1026), Platform Complexes (1017) , Platform Hulls (90) , Shields (115), and Generators (119)


Presumably this is on an MU for MU basis in most cases. However, with Platform Hulls (90) - would this be 1 Hull per 100 MU converted, or 1 hull per 200 MU (Production cost) converted?

I also assume this doesn't allow higher marque shields/generators when we have the blueprints?

Are point defense items (Gatling, Phalanx, Phalanx Missiles) included in the weapons category?
Sjaak
I noticed that an shuttle doesn't got lifeform capacity, but still needs crew factors to operate them.. They need 8 crew factors (about 2 normal crews) I assume they are going to be updated to get enough lifeform capacity to at least handle the 2 normal crews??
Ro'a-lith
QUOTE (Sjaak @ Jul 9 2005, 11:26 AM)
I noticed that an shuttle doesn't got lifeform capacity, but still needs crew factors to operate them.. They need 8 crew factors (about 2 normal crews) I assume they are going to be updated to get enough lifeform capacity to at least handle the 2 normal crews??

Shuttle cargo capacity carries lifeforms.
Ro'a-lith
QUOTE (Ro'a-lith @ Jul 8 2005, 06:07 PM)
QUOTE
*****KJC Update*****
New Order Config File
This contains the Convert Naval Items order.

This order converts 'naval' items to defensive items. Only 50% of naval mass may be converted. Entering from 'from item' as zero tells you how many mus can be converted.
* Weapons, Space Fighters, Interceptors, Fighter bays, Ammo --> Shield Complexes (1026), Platform Complexes (1017) , Platform Hulls (90) , Shields (115), and Generators (119)


Presumably this is on an MU for MU basis in most cases. However, with Platform Hulls (90) - would this be 1 Hull per 100 MU converted, or 1 hull per 200 MU (Production cost) converted?

I also assume this doesn't allow higher marque shields/generators when we have the blueprints?

Are point defense items (Gatling, Phalanx, Phalanx Missiles) included in the weapons category?

Also, are Space Bombers included?
Brother Tenor
"An item + an order will be added to allow cargo to dropped directly..."

Can this be used to drop an assaulting GP into dock with a starbase?
Andy
Bypassing the starbase and platforms weapons nice!

Although I fail to see the point unless against a very small starbase with virtually no defences. The order is a ship order. The ship has limited capacity - let's say 20,000MU - so let's say the GP is 16000 MU.

That is one dead GP as it is too small against any starbase.

Andy

PS if anyone has a ship that size can you sell me one please! ohmy.gif)
Ro'a-lith
QUOTE (Andy @ Jul 11 2005, 10:29 AM)
PS if anyone has a ship that size can you sell me one please! ohmy.gif)


Best I can manage is 14,000 MU internal capacity <g>. Got half a million stellars handy?

By the way, the cargo drop order - I'm guessing you can use it to drop items to positions where you already have the position number. So theoretically you can drop from multiple ships to the same GP/starbase.
Gandolph
i am assuming that a ship cloaking in and landing whilst cloaked, can carry out a standard delivery to the starbase with no problems. obviously the problem is taking off again and getting out, but thats another issue.
Sjaak
Now we got squadrons.. why not introducing a new way to handle GP's??

Let an entire squadron pick up an GP. And if the size of the GP is too big to handle for one ship, the ships can take parts of the GP...

One GP of 15000mus could be carried by three ships.. ofcourse if one ship is destroyed an part of the GP is destroyed also...
Ro'a-lith
QUOTE (Sjaak @ Jul 11 2005, 01:28 PM)
Now we got squadrons.. why not introducing a new way to handle GP's??

Let an entire squadron pick up an GP. And if the size of the GP is too big to handle for one ship, the ships can take parts of the GP...

One GP of 15000mus could be carried by three ships.. ofcourse if one ship is destroyed an part of the GP is destroyed also...

Why not just pick the contents of the GP up instead?
Archangel
QUOTE (Ro'a-lith @ Jul 9 2005, 02:53 PM)
QUOTE (Sjaak @ Jul 9 2005, 11:26 AM)
I noticed that an shuttle doesn't got lifeform capacity, but still needs crew factors to operate them.. They need 8 crew factors (about 2 normal crews) I assume they are going to be updated to get enough lifeform capacity to at least handle the 2 normal crews??

Shuttle cargo capacity carries lifeforms.

This would induce an ambiguous meaning to the term 'cargo capacity'. When is cargo capacity suitable for lifeform support, and when is it not?
Ro'a-lith
QUOTE (Archangel @ Jul 11 2005, 03:53 PM)
This would induce an ambiguous meaning to the term 'cargo capacity'. When is cargo capacity suitable for lifeform support, and when is it not?

It is suitable aboard GPs, but not suitable aboard ships.

That do? As far as I recollect that's always been the case, too..? At least, on most of my oldest GPs it has been.
Ro'a-lith
QUOTE (Ro'a-lith @ Jul 8 2005, 06:07 PM)
Presumably this is on an MU for MU basis in most cases. However, with Platform Hulls (90) - would this be 1 Hull per 100 MU converted, or 1 hull per 200 MU (Production cost) converted?

Just to answer my own question - platform hulls are counted as 100 MU for conversion purposes. Get building those 2000+ hull platforms lads!
Andy
shield generators are counted as 10Mu prosuction for the conversion
Andy
I was a little confused with how the convert naval items worked so I'll post it here.

It seems Mica and David have done a calc on all naval items at a starbase and then divided by 2 for the conversion mass. You can find this by entering 0 in the "from item". The total allowed MU to convert will be shown on your next printout.

You do not have to convert 50% of any item but convert items to the MU size of the conversion mass.

eg if you have 100 photon guns at a stabrase you can convert all of them to shield generators as long as you do not exceed the conversion mass limit.

One final thing the qty in the order is the qty of items being converted and not the qty of items converted to.

Andy