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Meh
Jan 10, 2010 20:02:40 GMT -6
Post by Evan on Jan 10, 2010 20:02:40 GMT -6
Carlos, sure. I want to see what Carlos also has to say about whether it should be separate crew or purchased as infantry.
I think that ships would likely have a combination of no/low gravity environments and some with artificial gravity.
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Meh
Jan 10, 2010 21:00:21 GMT -6
Post by Carlos on Jan 10, 2010 21:00:21 GMT -6
I think it should be separate. But I suppose for an extra cost they can do both roles. But I would think they'd be a little mediocre compared to dedicated ship crew and infantry. Each regularly training on their intended role.
Is there even a theory of how to create gravity beyond rotating sections?
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Meh
Jan 11, 2010 1:40:09 GMT -6
Post by Evan on Jan 11, 2010 1:40:09 GMT -6
I think it should be separate. But I suppose for an extra cost they can do both roles. But I would think they'd be a little mediocre compared to dedicated ship crew and infantry. Each regularly training on their intended role. Is there even a theory of how to create gravity beyond rotating sections? Perhaps something to do with electromagnetic attraction down the atomic level.
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kellen
Full Member
Storm Bringer
For Those Unforgettable Days For Them I Live
Posts: 466
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Meh
Jan 11, 2010 17:41:17 GMT -6
Post by kellen on Jan 11, 2010 17:41:17 GMT -6
What do they use in Star Trek?...I have a book...but I want to see if anyone else know before I have to go get it...(I'm having a lazy day...leave me alone )...well what I can see, it should really be up to what each individual wants right?...if ya want gravity...you'll put something on your ships that make your feet stay on the ground...if ya want to be all floaty...then you won't...or if you want something in between...well...your guys have a lot of time on their hands...and I'm sure they'll come up with something
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Meh
Jan 12, 2010 0:35:32 GMT -6
Post by Evan on Jan 12, 2010 0:35:32 GMT -6
[dice=6]
Testing the dice roll, which we now have.[rand=36550380247698528316648975260552009308054896164597046705780529541885]
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Rabite
Veteran Member
Emperor of H
Hey, look over here.
Posts: 1,887
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Meh
Jan 12, 2010 0:40:20 GMT -6
Post by Rabite on Jan 12, 2010 0:40:20 GMT -6
I had a few suggestions in mind...
1. The incomes of our capital(or every city? chosen city?) should increase slightly every week just so there's a point in keeping it, but in exchange, when it's under attack and you decide to hide and use the city as cover, the net worth would decrease, just so there's a reason to fight outside the city, and use small amounts of units to attack tough areas.
2. Different pricing, instead of pricing by how powerful a unit is, we should price them on the materials that's require to built it, so the bigger it is, the more expensive.
Along with higher tech level, no matter how many bow and arrow a guy is carrying, they won't cost more than a guy with a machine gun, so it makes sense that an advance but not necessary heavily armed unit would cost more than just an old ship with tons of guns on it.
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Meh
Jan 12, 2010 0:46:53 GMT -6
Post by Evan on Jan 12, 2010 0:46:53 GMT -6
Holding a dozen bows and arrows wouldn't make a guy more powerful than a unit with a single machinegun, so pricing them on power is appropriate.
Also, a large object already would be more expensive. Adding more power would only make it more expensive.
I don't know about the net increase thing. Could be a level of complication I don't want to deal with.
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Rabite
Veteran Member
Emperor of H
Hey, look over here.
Posts: 1,887
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Meh
Jan 12, 2010 0:48:55 GMT -6
Post by Rabite on Jan 12, 2010 0:48:55 GMT -6
Crap, you're right about keeping it simple... well, forget about the pay increase thing then.
As for the pricing... but I still think ships are too cheap, they should be 2-3 times more than they are now, so we won't have massive fleets so early in the RPG, and if we lose an entire fleet it'll actually hurt instead of just ignoring it and building a new fleet of the same size the next week.
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Meh
Jan 12, 2010 1:07:19 GMT -6
Post by Evan on Jan 12, 2010 1:07:19 GMT -6
I agree. For now, we'll go with double the ship prices as usual.
edit: I also had other thoughts to solve some issues regarding people camping out in their bases. In past RPGs that have gone on elsewhere, people have done one of two, or even both of the following:
1. While under attack, waited until a paycheck, received money for the world under siege, and bought new units that instantly appeared. 2. While under attack, waited until a paycheck, received money for the world under siege, and bought new units using a territory nearby and had them all rushing over the next turn.
First of all, it is decided now that you cannot produce units while under siege from an enemy.
Secondly (and this is not 100% sure yet, so I want to see what people say):
If you are attacked and the battle ends before the next paycheck, you must pay for repairs equal to half territory's worth, thus the next paycheck you only receive half the worth as payment.
If you are attacked and the battle runs through a paycheck period, you do not receive a paycheck. Once the battle is over, you receive half of what you should have, the second half going towards repairs as above. You receive a full next paycheck, assuming you aren't attacked again.
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Meh
Jan 12, 2010 14:44:15 GMT -6
Post by Carlos on Jan 12, 2010 14:44:15 GMT -6
So does that apply to all pay? Can't we collect pay from other territories?
Why don't we have production sites. Nothing as restricting as the production lines of AUC. But like Main Production Site (Insert planet). And perhaps only our main sites have unlimited production. But we can buy minor production sites with limited production capacity. As a back up or so they're strategically close to our target.
Also I had an idea for the Bloodbone Pirate's revenue. I call it "The Pirate Lanes". In that I deploy ships to a "space shipping lane" and they try to pirate off of the civilian traffic in the area. So I was thinking I could do a roll a day to see if they find a convoy of ships. And we could work out how much money they earn. Maybe even have a roll for the convoy's strength and money.
Just an idea. That needs to be worked out more. But let me know if it sounds like something we could do.
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kellen
Full Member
Storm Bringer
For Those Unforgettable Days For Them I Live
Posts: 466
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Meh
Jan 12, 2010 17:10:54 GMT -6
Post by kellen on Jan 12, 2010 17:10:54 GMT -6
The paying for repair thing is fine with me...it makes sense right?...your not going to leave you city/base in ruins right?...I can smell revolution in the air if you do that...>.>
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Meh
Jan 12, 2010 19:10:52 GMT -6
Post by Evan on Jan 12, 2010 19:10:52 GMT -6
So does that apply to all pay? Can't we collect pay from other territories? It'd only have to do with the territory under attack, not all of them. We may have to start worrying about how much or how little individual places could produce then, and all it would take is someone to keep your main production site under siege and you'd have very little production capability then and could be easily overwhelmed. That could work out. I had the idea myself also of using a dice roll somehow to have "neutral groups" attack someone at random (dice roll?). Perhaps a pirate force attacks one of your planets at a variable size, depending on a dice roll. It'd be about the same principle. Edit: I also am establishing an unofficial deadline of this Friday to finish things up around here. If things take a bit more than that, that's fine, but the sooner we can get things going the better.
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Meh
Jan 12, 2010 20:15:50 GMT -6
Post by Evan on Jan 12, 2010 20:15:50 GMT -6
In other news, I won't lie, I ripped off how the Mech looks a bit from another picture I saw.
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Meh
Jan 12, 2010 22:34:12 GMT -6
Post by Carlos on Jan 12, 2010 22:34:12 GMT -6
Omg the Dergali looks like a penis....
In regards to the production idea. I suppose each territory should have some capacity. Perhaps we should be able to pay to increase the capacity of our lesser territories?
So yeah. I'll flesh out my "Lane raiding" idea. Dice rolling was what I was thinking.
Another I'd like to ask about. Are we allowed to research mobile suits? And if so. I see James starting at the beginning of MS development. Do we all have to start from the beginning?
Was also thinking that we shouldn't let suits have as much sway in this RP as they do in Gundam. They shouldn't be able to just single handily defeat a ship with just a machine gun. It should take a team or two with weapons appropriate for ship killing.
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Meh
Jan 13, 2010 9:57:19 GMT -6
Post by Evan on Jan 13, 2010 9:57:19 GMT -6
That'd be one fucked up penis. They're little slugs, man. Slugs.
I'm not big on mobile suits in this context. If you want them, they're going to be expensive. Otherwise, they need to be significantly less powerful and probably a lot smaller than those you see in Gundam.
edit: Also, should an attacker have to pay to repair a territory after winning the battle? If not necessarily repairs, at least to "set up a base" or something?
edit again: That almost makes me wonder if a person should have to pay to set up "production capabilities" on a planet. A one-time cost of a certain amount perhaps.
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