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Josh Freer

Change Log (Josh Version)

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Well, I was not going to make any rule changes until at least turn 10 but that has gone out the window. Here are the following rule changes that will apply before the game starts.

Trait Changes

Aquatic Homeworld [8 points] - Now all Aquatic species start on an Ocean Homeworld. This will have the same population cap as if it was a Garden Homeworld

Tolerant [8 points] - Now all Tolerant species start on a Hostile Homeworld. This will have the same population cap as if it was a Garden Homeworld

Combat Value changes

Instead of each ship being split equally between Speed, Armour, Damage and Weapons they will now be split with a specific ratio of Offensive to Defensive.

The following tables show you what each ships base combat will be split up as percentages

 

Defence

Defence

Offense

Offense

Ship

Speed

Armour

Damage

Weapons

ODP

35%

35%

15%

15%

Dreadnought

20%

20%

30%

30%

Carrier

35%

35%

15%

15%

Cruiser

30%

30%

20%

20%

Frigate

25%

25%

25%

25%

Corvette

20%

20%

30%

30%

Fighter

12.5%

12.5%

37.5%

37.5%

Raider

20%

20%

30%

30%

Unarmed Ships

50%

50%

0%

0%

More details can be found on the Combat Value page in the rules

 

Research Changes

Now for a lot of research, you will have prerequisite technologies that you must research before researching other technologies.

As well as this the tech levels have now changed to take into account the progressive tech increases.

For a lot of the tech, it will be the following.

1 - Medium Research.

2 - Medium Research.

3 - Large Research.

More details in the research guide.

Unique Tech - FTL Changes

Now the FTL base tech will allow fighters to travel between systems however the destination system will be random due to this tech not possessing accurate navigation.

A new tech has been introduced called the FTL Navigation Module which allows the accurate movement between systems.

The aim of this is to discourage fighter spam early game.

Combat Ratio Changes

If the combat ratios for both Ground and Space combat go more than 50/1 or 1/50 than the side with 1 will be instantly wiped out regardless of any additional modifiers they have.

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5 hours ago, Josh Freer said:

ow the FTL base tech will allow fighters to travel between systems however the destination system will be random due to this tech not possessing accurate navigation.

You mean random planet, not random system right? Be kinda odd to fly off in the opposite direction as you want, you could literally not use the tech lol.

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46 minutes ago, jimmyvbuck said:

You mean random planet, not random system right? Be kinda odd to fly off in the opposite direction as you want, you could literally not use the tech lol.

As it turns out, fighter pilots aren't as competent as one would hope

 

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5 hours ago, jimmyvbuck said:

You mean random planet, not random system right? Be kinda odd to fly off in the opposite direction as you want, you could literally not use the tech lol.

Nope meant to be System. The base FTL tech is meant to represent that you can use FTL travel however it is always a blind jump because you can't accurately get the correct navigation calculations yet.

Basically its a way of delaying one faction rushing this tech and fighter spamming across the map :p

 

But I am sure that will happen anyway

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2 hours ago, Josh Freer said:

Nope meant to be System. The base FTL tech is meant to represent that you can use FTL travel however it is always a blind jump because you can't accurately get the correct navigation calculations yet.

Basically its a way of delaying one faction rushing this tech and fighter spamming across the map :p

 

But I am sure that will happen anyway

I don't like that at all, I don't think it makes any sense at all, and it makes the tech 99% worthless without the other part. You could accidently warp into a neighbors system without a dock and lose all your fighters lol.

And no, it will not stop fighter spam since nobody even has the FTL tech early game and yet everyone still spams fighters because they are the most cost effective unit.

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