My internet has been offline at my home. I will only be able to update while at work.
Republic At War Rules/OC Conversation
I have orders from:
Edited by GhostofNobodyInParticular2 minutes ago, GhostofNobodyInParticular said:I have orders from:
Waiting on:
Working on them. I'll have them shortly.
Orders submitted.
Sorry, hectic morning. Could I trouble you for an extension of 3 hours?
Orders in. Sorry.
Orders in. Sorry.
Processing.
Question, does The Improved Shipyards discount apply to Repairs as well?
9 hours ago, clontroper5 said:Question, does The Improved Shipyards discount apply to Repairs as well?
Yes.
Orders in. Who are we still waiting on?
Edited by Bertie Wooster3 hours ago, Bertie Wooster said:Orders in. Who are we still waiting on?
Me for one, haha but I should be able to submit at lunch time
Orders in.
Edited by The JabbawookieI have orders from:
Waiting on:
Edited by GhostofNobodyInParticularOrders Submitted. I apologize for the delay. My home internet was repaired today after being down since last friday, and SO MUCH STUFF is trying to update all at once.
Sorry for the delay in orders; I somehow missed the fall of Cato Neimoidia.
Though I am enjoying the game as is, this marks the second time 10 droid forces (80 credits) have been traded for 2 clone forces (24 credits), defensively and now offensively. It is clear I have balanced the two poorly. I propose one of two changes, dependent on GNIP’s and your approval:
Price the droids at a rate where they trade evenly, and raise the garrison cap accordingly. This would seem to be around 3 credits per unit; a cap of 25 would then be more or less reasonable.
Remove the clones’ combat bonus, but allow them to always win in a tie instead of always losing. This amounts to a slight bonus reduction offensively and defensively.
I recognize we are mid-game, and if making a change at this point seems too jarring, that is reasonable. I welcome alternative suggestions or other input.
5 hours ago, The Jabbawookie said:Remove the clones’ combat bonus, but allow them to always win in a tie instead of always losing. This amounts to a slight bonus reduction offensively and defensively.
Wouldn't the results be the same?
Current system: 1 clone force attacks one droid force. GNIP rolls a five for both sides. The clone force gets a +1 bonus, turning it into a six. The six beats the five, so the clone force wins.
Under your proposed change, the attacking clone's five beats the droid's five because clones always win on ties.
Defense wouldn't change either.
Edited by Bertie WoosterRemember the game where i literally managed to kill like 2 GF's while losing like 15 troops. its always going to be dependent on the luck of the rolls to some extent.
other than that i have no real comment of value on the current system
Edited by Matt3412I am not particularly keen on making such major changes mid way through. And, as Matt points out, it is to a large extent dependant on luck.
It’s not luck when one side wins 95% of the encounters.
If we are relying on luck we’ve already lost.
I’ve been talking in our team thread about asking for terms since turn 3. The game is effectively over. We’d be better off ending it and starting again with some patches.
1 hour ago, LTD said:It’s not luck when one side wins 95% of the encounters.
If we are relying on luck we’ve already lost.
I’ve been talking in our team thread about asking for terms since turn 3. The game is effectively over. We’d be better off ending it and starting again with some patches.
If that is everybody's wish. I do know that I have seen battles won and lost that shouldn't have had the result they did, on both sides. If we were to scrap and patch, what changes do you recommend? Even ground forces? Clones that win ties but cheaper droids with a higher garrison?
Somthing I would do is make DF take up 1/2 of a hanger spot. Which would help the CIS field massive invasion armies and feel very thematic IMO.
I’d say take luck out of ground battles altogether. Go back to my original system, or something like it.
Give the clones an advantage of some kind if you must.
Fix the warship imbalance.
Fix the odd squadron values imbalance.
Remove the double build options, or make it permanent but easier (maybe with a cost? So for every 3 credits sent to another planet only 2 make it?).
I am not complaining (much) but if the Republic players don’t see a balance problem then let’s play with the same setup and the teams swapped.
7 minutes ago, LTD said:I’d say take luck out of ground battles altogether. Go back to my original system, or something like it.
Give the clones an advantage of some kind if you must.
Fix the warship imbalance.
Fix the odd squadron values imbalance.
Remove the double build options, or make it permanent but easier (maybe with a cost? So for every 3 credits sent to another planet only 2 make it?).
I am not complaining (much) but if the Republic players don’t see a balance problem then let’s play with the same setup and the teams swapped.
OH we noticed the balance problems, specifically with the warships. I thought the pricing was odd on a few other ships as well.
7 minutes ago, LTD said:I’d say take luck out of ground battles altogether. Go back to my original system, or something like it.
Give the clones an advantage of some kind if you must.
Fix the warship imbalance.
Fix the odd squadron values imbalance.
Remove the double build options, or make it permanent but easier (maybe with a cost? So for every 3 credits sent to another planet only 2 make it?).
I am not complaining (much) but if the Republic players don’t see a balance problem then let’s play with the same setup and the teams swapped.
Having played both your ground combat system in your game and the Risk system in Jabba's game (And having won both games...) I think I prefer the Risk system. Otherwise it took a really long time to build up GF just to invade one guy's Capital planet. Maybe that was mostly due to Capitals having 4 extra GF; I would at least prefer not to play with Capitals again.
I agree with all the other suggestions you made though. I would also add that the fact that the Republic's cheapest flotilla is 20 points, and the CIS' cheapest flotilla is 23, is probably another cause of imbalance in this game. I've been dominating the bottom left of the map with mostly Venator-Is and CRL flotillas. A lot of planets are worth exactly 20 points, and I can build my cheapest ship (which holds 2 GF) on that planet in one single turn, while my opponents cannot. That's huge.
The cool thing about the Risk system is that it gives the attacker an advantage (3 vs. 2), providing an incentive to attack (as opposed to boring games where no one wants to fight). But the defender wins on ties, which sometimes results in interesting upsets in which the invasion unexpectedly fails. The problem is once you mess with that formula, either by giving the Republic attacker a +1 to every die he rolls, or allowing him to win on ties (the result will be the same as the +1), The Republic GF have a HUGE advantage over the CIS GF, and they're worth their weight in gold.