The World of The Gunny
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Suggestions
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Author:  Þórgrímr [ 12 Jun 2007 13:38 ]
Post subject:  Suggestions

All new rules suggestions go here for discussion.

Author:  Þórgrímr [ 16 Dec 2008 16:57 ]
Post subject: 

An alternative to the beanstalk concept could be an orbital elevator of solid construction that contains, on at least 2 sides, a "train or monorail" that runs to orbit and back. The terminus of the elevator is a space station that is an energy collector that accepts energy beamed to it from orbital SPSs. That energy is moved down through the center of the elevator to the terrestrial station where it enters the power grid.

My apologies if you have covered such a building in the point beyond which I have not yet read.

Author:  Þórgrímr [ 16 Dec 2008 17:17 ]
Post subject: 

Kingpin, an intriguing idea. I suppose it could be done. Sink an anchor into the mantle far enough to counterbalance the weight of the above ground mass.

Maybe have that as an advanced Beanstalk. Since the materials tech would need to be astronomical, possibly Engineering and Physics/Mathematics level ten. To be able to withstand the temps in the mantle then to resist the spinning motion ot the planet without an anchor to counterbalance. Still, an intriguing idea.



Cheers, Þórgrímr

Author:  haegan2007 [ 11 Apr 2009 17:41 ]
Post subject: 

had a thought. Dangerous I know :bs

Many scifi books have the coony ship land on the planet and act as the colony center for power, etc.

Maybe have a cap that allows the ship to be turned into one or more infra? This effectively destroys the ship, but would allow a jump start for making colonies.

+5 cap, Reactors. The sacrifice of this ship gives the colony 1 power station.

+5 cap, Prefabricated Industrial Complex. The sacrifice of this ship gives the colony one point of industry.

+5 cap, Prefabricated Mining Equipment. The sacrifice of this ship gives the colony one point of Resource collection.

+5 cap, Prefabricated Housing. The sacrifice of this ship gives the colony one point of Housing.

+5 cap, Prefabricated Banking. The sacrifice of this ship gives the colony one point of Wealth Generation.

+5 cap, Prefabricated Command Post. The sacrifice of this ship gives the colony one Command Post

and so on.

These caps are added to the base cost of the ship. Naturally, can not have more caps then the TL allows. The cap cost may need to be raised higher or lower depending on how much this all costs. I also recommend that the cap cost use up the CC onboard the ship. Say 5000 CC per cap. So if I want 3 caps, the ship must have at least 15,000 CC available. Naturally this goes away. So a 20,000 CC ship will only have 5,000 CC availale for anything else after being built.


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Author:  Þórgrímr [ 11 Apr 2009 19:50 ]
Post subject: 

Actually bud, those are some damned good ideas for caps and such! :br



Cheers, Thor

Author:  haegan2007 [ 14 Apr 2009 18:50 ]
Post subject: 

This Pirate crap in Somalia has me thinking about pirates in BTS!

Of course there should be a chance of spontaneous generation in empty systems that have trade routes.

Smaller polities that surround two or more warring polities may do letters of Marque, or even unofficially sanctioned piracy using its own navy to weaken one side or the other.

Any weak government should have a chance of pirates at least being based there. Heck, they may fund the pirates to get the people looking to the Gov for protection.

Maybe we should have a way to have the pirates buy more vessels? Say half of the money lost could be used to "buy" new ships?

I can even see the pirates having small colonies. LOL, it is remotely possible that a pirate state could turn into a major local power and turn legitimate. Or it could be available for a relatively low fuss expansion to the empire.

Money thoughts on this. Of course they get the money from the raiding(covered under commerce raiding IIRC) but they can also sell the ships as well, say for 50% of the WU cost? The pirates could quickly become a threat that could require a major naval presence to kill.

Author:  Þórgrímr [ 14 Apr 2009 19:04 ]
Post subject: 

haegan2007 wrote:
This Pirate crap in Somalia has me thinking about pirates in BTS!

Of course there should be a chance of spontaneous generation in empty systems that have trade routes.

Smaller polities that surround two or more warring polities may do letters of Marque, or even unofficially sanctioned piracy using its own navy to weaken one side or the other.

Any weak government should have a chance of pirates at least being based there. Heck, they may fund the pirates to get the people looking to the Gov for protection.

Maybe we should have a way to have the pirates buy more vessels? Say half of the money lost could be used to "buy" new ships?

I can even see the pirates having small colonies. LOL, it is remotely possible that a pirate state could turn into a major local power and turn legitimate. Or it could be available for a relatively low fuss expansion to the empire.

Money thoughts on this. Of course they get the money from the raiding(covered under commerce raiding IIRC) but they can also sell the ships as well, say for 50% of the WU cost? The pirates could quickly become a threat that could require a major naval presence to kill.


Have no fear, pirates have been provided for, in fact if you read the orders sections there are a few orders that are just what the prospective buccaneer needs. :w Also, trust me, you will get sick of pirates and wish them off the 'verse after a few encounters. Pirates are WELL provided for. :bs



Cheers, Thor

Author:  haegan2007 [ 15 Apr 2009 19:23 ]
Post subject: 

I was afraid of that. Well, we shall see what transpires.

Author:  haegan2007 [ 17 Apr 2009 13:41 ]
Post subject: 

I was thinking about shipyards. currently a shipyard is purchased at a level 4 size per NP. What if all i want to do is make gunboats? That is a size 1 for a ship yard and represents massive underutilization of the slips potential. Maybe have a NP buy 4 levels of slipway, then permit it to be broken up as needed?

Author:  Þórgrímr [ 17 Apr 2009 21:58 ]
Post subject: 

haegan2007 wrote:
I was thinking about shipyards. currently a shipyard is purchased at a level 4 size per NP. What if all i want to do is make gunboats? That is a size 1 for a ship yard and represents massive underutilization of the slips potential. Maybe have a NP buy 4 levels of slipway, then permit it to be broken up as needed?


Nah, too much detail for too little gain. It's good as is. :AH

Author:  haegan2007 [ 24 Jul 2009 22:31 ]
Post subject:  Towing

IIRC, you have a section on towing ships, but I cannot find it. Or maybe I was thinking about a discussion that we had? Or maybe I am thinking about the book.

Anyway the suggestion is for a towing cap.

+X, Towing. Each level of the cap permits for a size level to be towed. So a +2 towing will permit a size 2 ship (heavy cruiser for example) to be towed.

Author:  haegan2007 [ 24 Jul 2009 22:38 ]
Post subject: 

Found It! So how does this work with purpose built tugs? IIRC, I have not found a way to build them yet, hence my Towing cap.


[6.5.3.2] Transport

Unlike Armies, Navies usually move between continents and worlds under their own power (see section [4.0] Movement), but in the cases of ships or disabled vessels a lift or a tow can occasionally be required. Towing a disabled ship can only be done by a vessel of the same or larger Type, and slows the towing ship.

Towing speed is determined by Base PP Cost. A vessel may tow a vessel of lower Base PP Cost at its normal speed (though it may not use Flank Speed). If the Base PP Costs are equal then towing speed is reduced by 50%. If the Base PP Cost of the tug is twice that of the ship being towed then the flank speed is only reduced by 25%. Multiple smaller ships can be used to tow a single large ship to counteract this.

Author:  Þórgrímr [ 25 Jul 2009 18:20 ]
Post subject: 

Hmm, I dunno. It would allow a DD to tow way above their size. How does this strike you?

+X, Towing. Each level of Towing permits the ship to tow 25% more of its base PP cost without a loss in speed. So if you have a 100 PP base cost Cruiser hull with a +1 towing cap will permit it to tow a ship up to 125 PPs with no reduction in speed. Each level of towing adds a .+1 to the Fuel maintenance.



Cheers, Thor

Author:  haegan2007 [ 25 Jul 2009 18:25 ]
Post subject: 

So the PP is being used to represent the mass of hte ship in this case. ok

Author:  Þórgrímr [ 25 Jul 2009 18:35 ]
Post subject: 

haegan2007 wrote:
So the PP is being used to represent the mass of hte ship in this case. ok


Yes, that is correct. :AH



Cheers, Thor

Author:  Þórgrímr [ 25 Apr 2011 11:09 ]
Post subject:  Re: New Rules Proposals

As a bit of news, the R&D rules are being updated due to the inclusion of Research Teams and Scientific Leaders. Will keep you all informed as to the progress on this front. :AH



Cheers, Thor

Author:  haegan2007 [ 26 Apr 2011 23:41 ]
Post subject:  Re: New Rules Proposals

yes, and the scientific leaders will need to be added into the leader creator.

Something to do this Saturday.

Author:  Þórgrímr [ 27 Apr 2011 08:19 ]
Post subject:  Re: New Rules Proposals

haegan2007 wrote:
yes, and the scientific leaders will need to be added into the leader creator.

Something to do this Saturday.


Sorry I missed ya yesterday bud.

How are the new team rules so far? Any q's?



Cheers, Thor

Author:  Þórgrímr [ 30 Apr 2011 14:16 ]
Post subject:  Re: New Rules Proposals

The addition of the new research teams and leaders has been completed. Only have to complete the descriptions for the Caps they use. :ac



Cheers, Thor

Author:  haegan2007 [ 30 Apr 2011 17:40 ]
Post subject:  Re: New Rules Proposals

Aggregate resources are being added to a new sheet for the Empire Worksheet.

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