Update Progress Thread

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
Thought I'd include a thread to keep folks updated on the progress of things.

Right now I am working on refining the R&D rules which will give you the first good look at how some of the racial characteristics work, specifically Creative and Stolid.

Once I finish the R&D rules I will do a final polish pass on the space and ground combat rules, then take a deep breath and dive into what I suspect will be the hardest part, the tech trees and component charts.

I have the standard 25 system starting cluster fully populated and worked out, the only variations are the location of the single NPR in each starter cluster and the system where the exit warp point is located (for when you research the tech needed to detect it)

At game start I will randomly distribute the starting clusters to the players. Each cluster exits into the main central hub at least 2 jumps away from anybody else.

If things progress long enough, I will create a second main hub with higher SL tech required to detect the exit WPs to that, but that is down the road.
 

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
R&D Rules are posted

A few notes, knots are meant to be nasty, I'm actually thinking about removing the minimum 1% cumulative on SL advancement because of that. Think of them as the equivalent of hell levels from classic Everquest (for those who played it) Waiting until you have higher rated R&D centers/Science Centers to work on them is a perfectly viable strategy and is intentional, just because something is SL 1 does *not* mean it is weak, especially if it opens up a new and potentially game changing branch (hint hint)

I'm going to next do the Econ and Colonization rules, as well as the growth rules, while I continue polishing the combat rules before taking a deep breath and diving in to the hell that will be the tech trees and tables. God help me.
 

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
Economy rules are posted, along with the first loss condition (going bankrupt)

I will note that it is actually very difficult to go bankrupt on one's own. It would require a combination of extreme overspending with a serious negative economic event. In general, losing due to your Imperial Treasury being drained to below zero is much more likely going to result from enemy action (loss of colonies, commerce raiding, etc).

If anybody can spot any holes/mistakes/etc in the econ rules let me know, the base Starfire econ rules are so extremely complex that abstracting things required me to more or less rewrite them from scratch.
 

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
All three of the main drive technology tables are posted. There are a few things that will become much clearer once the combat ratings rules are released (still in beta on them, discovered a serious issue so redoing some of it).

As a preview, all ships will have several combat ratings, determined by their equipment fit.

  1. Offensive Rating
    1. SRW Rating
    2. LRW Rating
    3. Misc
  2. Defensive Rating
    1. Passive Defense
    2. Active Defense
      1. LRW Defense
    3. Misc
Misc categories generally are universal modifiers to all related ratings, and a number of technologies have Misc ratings in both offense and defense

To resolve ship to ship combat, there will be multiple phases, determined by player standing fleet orders (players do not have direct tactical control of ships)

  1. Pre-Engagement Phase
  2. LRW Phase
  3. SRW Phase
The fleet with the higher average tactical speed dictates the pace of the engagement, if standing orders are to evade combat then this will occur in the Pre-Engagement Phase. There will always be at least one round at any range phase that occurs (faster ships cannot duck in and out of LRW range freely) unless the opposing fleet lacks weaponry for that range phase (a fleet without LRW weapons cannot engage at LRW Phase range, a fleet without SRW weapons cannot engage at SRW Phase range)
 

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
Tech Trees are now around 50% completed! After that will come combat rules, trade rules, the SOP and Standing Orders rules, Small Craft Rules, Base Rules... almost there!

Still waiting on confirmation on the software that's being coded to handle the map, at last report it's being tested and has a 10k system core, unique player clusters with identical overall parameters (for balance), and is overall quite well balanced. Once I have that, plus the last couple rules posted... we'll be ready to get started!
 

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
I am currently engaging in a minor reworking of the combat system to better differentiate between some weapons and give things like Advanced Targeting Computers more viability.

First hints of this should be visible in the revised Tech Tree listing for the Advanced Targeting Computer.

I am debating giving players slightly more control over the tactical side of the game, expect a poll in a few days giving multiple options in that regard.
 

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
Update Note
All main tech tree items have been finalized. Squadron Tech (which includes hangars for carriers) are still to be posted. In the next day or two I will post the hull construction table, which will permit design of any non-carrier vessel. Once the squadron tech tree is posted you will be able to design carriers as well.

We are getting closer to being able to start play!
 

LordSunhawk

Das BOOT (literally)
Owner
Administrator
Staff Member
Founder
Hull Construction tables are posted. Squadron rules are about 50% complete and will be posted Soon (tm) which will permit carrier design.

After that I'll be posting up automated platforms (IE mines and buoys) and then completing the rest of the various rules.

As a heads up for Intelligence/Counter-Intelligence, most of those rules will not be posted, just the player facing rules that permit you to set up your level of counter intel as well as rules for various intel missions. The probabilities for success and such are being kept behind the scenes.
 

Users who are viewing this thread

Top