Republic At War Rules/OC Conversation

By GhostofNobodyInParticular, in Star Wars: Armada Off-Topic

7 hours ago, LTD said:

@Npmartian your presence is requested in team chat. Thanks!

@GhostofNobodyInParticular am I allowed to PM players simply asking them to come to team chat? If I did that ought I copy you in as well?

I think it would be better to just mention them here. I'll send a PM.

On 8/1/2019 at 8:09 AM, GhostofNobodyInParticular said:

Ah, OK. So 400/100, or 0/500 as a maximum? I think that that is reasonable, only I want there to always be a ship in the garrison, since it is not thematic to leave the defence force entirely to fighters. I will make it 400/400 caps, as that way if you want the full 500 you are forced to have both.

Here's the rules as I thought they landed

There have been a couple of rules oversights, for which I apologize, that I feel need clarification here.

When doubling a planet's production, only space forces may be constructed - the planet's native production cannot be increased, it cannot contribute to fuel expenses, nor may it build GFs.

Additionally, the fleet caps are at 500 Fleet points total, divided into 400 for ships and 100 for squadrons, max, per faction.

On 8/1/2019 at 6:09 PM, GhostofNobodyInParticular said:

Ah, OK. So 400/100, or 0/500 as a maximum? I think that that is reasonable, only I want there to always be a ship in the garrison, since it is not thematic to leave the defence force entirely to fighters. I will make it 400/400 caps, as that way if you want the full 500 you are forced to have both.

Never mind, clon has shown me where that was changed. My apologies (once more) for the confusion.

Edited by GhostofNobodyInParticular

Edit: nothing to see here... Move along....

Edited by clontroper5
3 minutes ago, clontroper5 said:

So going back on the 400/400 and 500 max?

No, we're keeping the 400/400. Sorry for the confusion, I lost track of the changes I had made.

Mon Cala, Khorm, and   Saleucami have been taken by the CIS by CHEATING.

SAD.

ACTUALLY, WE ALL CHEATED BY ACCIDENT. OH WELL.

Thanks GNIP.

Part of the complication with the doubling rule are the limitations - lending planets have to lend ALL their credits - can’t build other things, can’t buy fuel.

The doubling planet can only build space units, can’t buy fuel.

The reality with forum games is that as rule complexity increases fun decreases because rather than fighting enemies you end up fighting the rules (and your own memory of the rules). Increased complexity makes life tough for GMs and players alike.

Humans are fallible (Felucia 10 or 15?) and when things get missed or misunderstood things get... well... complicated.

15 minutes ago, LTD said:

Thanks GNIP.

Part of the complication with the doubling rule are the limitations - lending planets have to lend ALL their credits - can’t build other things, can’t buy fuel.

The doubling planet can only build space units, can’t buy fuel.

The reality with forum games is that as rule complexity increases fun decreases because rather than fighting enemies you end up fighting the rules (and your own memory of the rules). Increased complexity makes life tough for GMs and players alike.

Humans are fallible (Felucia 10 or 15?) and when things get missed or misunderstood things get... well... complicated.

I agree (Felucia 15). So, if people want, I can slacken the limitations.

3 minutes ago, GhostofNobodyInParticular said:

I agree (Felucia 15). So, if people want, I can slacken the limitations.

I think, the planet that doubles can only build space forces. But otherwise the external restrictions of other planets I would eliminate for now

I agree with Clon.

I’d go a step further and let planets double build anything, but that’s something that would have to be considered during map design.

(The other option is to remove doubling altogether - eliminates the problem completely)

1 minute ago, LTD said:

The  other option is  to remove doubling altogether - eliminates the problem completely)

BOOO!

9 minutes ago, clontroper5 said:

I think, the planet that doubles can only build space forces. But otherwise the external restrictions of other planets I would eliminate for now

i say double just ships.

But giving planet can also spend any not given on fuel.

example 10 to give, gives 6 to other planet and spends 4 on fuel.

Edited by Matt3412

Right. Officially implementing the Rule as:

Emergency Powers:

During the first eight turns of the game, a planet may spend up to double its production value. It may only do so if it has not done so the previous turn. When it performs this ability, it may only purchase space forces. The excess credits must come from other planets belonging to the same Faction as the planet using this ability. The credits lent cannot also be used on the lending planet (i.e., cannot be spent twice).

How's that?

Edited by GhostofNobodyInParticular
1 hour ago, clontroper5 said:

BOOO!

Oh boo yourself.

Why is that some memes pop up automatically? Help me NERDS!

https://images.app.goo.gl/iEx8X8Q6WYxMhQGv9

Edited by LTD
5 minutes ago, GhostofNobodyInParticular said:

Right. Officially implementing the Rule as:

Emergency Powers:

During the first eight turns of the game, a planet may spend up to double its production value. It may only do so if it has not done so the previous turn. When it performs this ability, it may only purchase space forces. The excess credits must come from planets which share an owning player with the planet using the ability. The credits lent cannot also be used on the lending planet (i.e., cannot be spent twice).

How's that?

Well, the owning player bit is another restriction. Is it necessary? It certainly isn’t helpful... Just let allies lend credits (so say we all (whoops. Wrong fandom)).

Edited by LTD
1 minute ago, LTD said:

Well, the owning player bit is another restriction. Is it necessary? It certainly isn’t helpful...

*sigh* Fine. . . :D

@LTD changed.

Victory! Victory! Victory! No Redundancy!

Thanks GNIP.

I can write some orders now...

One last question...

Let's say a planet has done normal production, and has 11/12ths of a GF at the end of the turn.

Next turn it suddenly becomes necessary for the planet to do DOUBLE production of a warship. Are the 11/12ths of a GF lost?

36 minutes ago, LTD said:

One last question...

Let's say a planet has done normal production, and has 11/12ths of a GF at the end of the turn.

Next turn it suddenly becomes necessary for the planet to do DOUBLE production of a warship. Are the 11/12ths of a GF lost?

Yes, just like they would be if the planet decided to change to a warship normally.

Yes, but normally you could finish the GF before starting a ship...

ORDERS ARE IN!

The solution is for you not to double produce at all. Problem solved.

Yours truly,

Senator Amidala

11 minutes ago, Bertie Wooster said:

The solution is for you not to double produce at all. Problem solved.

Yours truly,

Senator Amidala

So much this. Can we do away with doubling now or in the future? It feels like a way to make things swingy/cause mistakes.

Speaking of which, my orders are illegal, so please don’t process them @GhostofNobodyInParticular .

Edited by The Jabbawookie
1 hour ago, GhostofNobodyInParticular said:

Yes, just like they would be if the planet decided to change to a warship normally.

But under this normalcy you’d spend 1 credit to finish the GF before starting a ship.