Game Discussion

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  1. High Fist
    High Fist
    Hmm. They'll kill all the star systems is what's annoying.

    I don't mind really.
  2. ♞Rogue General♞
    ♞Rogue General♞
    Quote Originally Posted by Lord of Cats
    2) No there is no other limit. As it is right now no one is building commercial systems. Ivan wants to, but he fails to realize that he only has 2 systems both of which are already developed (industrial and research). Yeah, 1 commercial system means you can have 1 type of agent (spy, insurgent, assassin). If you want to have 2 different types of agents, you need two commercial systems.
    Ah. So if a player has 2 commercial systems, they can use: [2 spies] or [2 assassins] or [2 insurgents] or [1 spy + 1 assassin] or [1 spy + 1 insurgent] or [1 assassin + 1 insurgent]
    Am I interpreting it correctly?
    Quote Originally Posted by Lord of Cats
    3) I was going to create a separate dice room called “Interstellar Wars Agent Missions” and roll for them there. I wouldn’t use players’ names. I would just type #insurgent mission . For Interstellar Wars II I will be deleting the whole PM missions thing. You would only use the insurgent and assassin on factions you’re at war with.
    Makes sense
    Quote Originally Posted by Lord of Cats
    4) The fleets start in the four corners of the map and move towards the nearest star-system at 2 sectors per turn. I think I forgot to mention that the hegemonizing fleets carry armies. Basically it equates to regular invasions of star-systems except that upon conquest the system is destroyed. I think I will change the rules to make all the hegemonising swarms have monstrous fleets/armies. That way they are a real threat. What do you think?
    Quote Originally Posted by Lord of Cats
    Twelve; three fleets in each of the four corner-sectors. Are you scared? Or annoyed by this idea? What I want to do is bring about a significant threat to encourage the warring factions to unite and face it. Epic-story style. However, if the players think it is too much to take on then I will have to scale back I guess.
    It will be an annoyance, but in a good way. Hopefully.
    One suggestion though: Could you perform the players' moves before you perform the Hegemonizing Swarms moves (in the Turn results)? It would be a quite a headache otherwise if we're trying to chase down the Swarms, only to have them continually evade us. (I mean it will be an annoyance either way, but it will be slightly more manageable if the players' get to perform moves first)
  3. Lord of Cats
    Lord of Cats
    Yes about the agents/commercial systems. That’s exactly what I mean.

    I had all along planned that the Hegemonising Swarms moves would always be at the end. They won’t be included in the randomized faction list. You would see at the bottom of the Faction Moves box:
    Hegemonsing Swarms (Dice Gods)

    Fleets: 3 monstrous (54 ships) in _;_│3 monstrous (54 ships) in _;_│3 monstrous (54 ships) in _;_│3 monstrous (54 ships) in _;_
    Armies: 3 monstrous (54 units) in _;_│3 monstrous (54 units) in _;_│3 monstrous (54 units) in _;_│3 monstrous (54 units) in _;_

    Now I will have to change the Viruses colour since I had planned the hegemonising swarms to be a very dark grey. With SoaB gone I’ll remove his faction and give his colour to the Viruses.
  4. ♞Rogue General♞
    ♞Rogue General♞
    Quote Originally Posted by Lord of Cats
    Yes about the agents/commercial systems. That’s exactly what I mean.

    I had all along planned that the Hegemonising Swarms moves would always be at the end. They won’t be included in the randomized faction list. You would see at the bottom of the Faction Moves box:
    Hegemonsing Swarms (Dice Gods)

    Fleets: 3 monstrous (54 ships) in _;_│3 monstrous (54 ships) in _;_│3 monstrous (54 ships) in _;_│3 monstrous (54 ships) in _;_
    Armies: 3 monstrous (54 units) in _;_│3 monstrous (54 units) in _;_│3 monstrous (54 units) in _;_│3 monstrous (54 units) in _;_
    Cool, thanks. Some questions about Energy systems...

    1) Does the bonus from Energy Systems also apply when re-developing a System?

    2) How many dice rolls does the Energy system affect? From what I understand, if you have one Energy system that mean that you will have +1 bonus on just 1 development move per turn. And if you have 2 Energy Systems that means that you will have a +1 bonus on 2 development moves per turn. If you have 3 it will grant you a +1 bonus on 3 development moves per turn, and if you have 4 Energy systems it will grant you a +1 bonus on 4 development moves per turn. Is this an accurate description?

    3) If the above is true, would mean that there is no benefit in building more than 4 Energy Systems? (Since the maximum amount of moves a player can perform is 4)
  5. Lord of Cats
    Lord of Cats
    1) Yes. Energy systems give an extra production point to development rolls (for creating, developing, and re-developing systems).

    2) No. Each energy system gives a +1 production point. If you have 2 energy systems then your development roll would be like [4+2=6].

    3) The more energy systems you develop, the faster you can create, develop or redevelop star-systems.
  6. ♞Rogue General♞
    ♞Rogue General♞
    Ah, so that's how it works. I was totally off.
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