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Rules Discussion http://wotg.stgfc.com/phpBB3/viewtopic.php?f=68&t=690 |
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Author: | haegan2007 [ 19 Aug 2009 21:17 ] |
Post subject: | Gun boats |
the gun boats maint is far too high for a speed boat with torps. maybe make it a Squadron of 6 or so? space based GB would be more expensive, naturally. or else have fewer GB in space? |
Author: | Þórgrímr [ 19 Aug 2009 22:47 ] |
Post subject: | |
Chad, that was the idea. But thanks for reminding me. Cheers, Thor |
Author: | haegan2007 [ 19 Aug 2009 22:48 ] |
Post subject: | product description`` |
Can I have a product blurb for the players beta testing manual? say around 300 words or so. I have leeway in its size so we can go over or under if need be! |
Author: | Þórgrímr [ 19 Aug 2009 23:00 ] |
Post subject: | Re: product description`` |
haegan2007 wrote: Can I have a product blurb for the players beta testing manual? say around 300 words or so. I have leeway in its size so we can go over or under if need be!
Lemme see what I can come up with. Cheers, Thor |
Author: | haegan2007 [ 20 Aug 2009 18:39 ] |
Post subject: | Pop calculator |
did the pop calculator work correctly? It was hurriedly made and not tested, though if it has a problem, we should be able to fix it quickly. |
Author: | Þórgrímr [ 21 Jan 2013 18:08 ] |
Post subject: | Re: Rules Discussion |
While waiting for Haegan to finish the DSA! program, along with the silence of this board, I have begun to rework the rules to the base BTS! game. First up is a massive reworking of the Unit Training Rules, to reflect reality just a bit more. Reworked the Ground Training rules. Added Base Unit Training times. Added Equipment Manufactories. Still need to formulate equipment costs. Up next, once Haegan has had a chance to see the update is the Air Training Rules. This post is more for a log of what I have done. Since I figure everybody but Haegan has jumped ship. Cheers, Thor |
Author: | Þórgrímr [ 21 Jan 2013 18:13 ] |
Post subject: | Re: Rules Discussion |
Added the following Cap to the Ground Unit Training Doc: +1 Unit Training Cheers, Thor |
Author: | haegan2007 [ 22 Jan 2013 00:29 ] |
Post subject: | Re: Rules Discussion |
I read through the Army rules. As it is really late i will reread them again on the morrow and look for examples and see how they match up with my reading of the rules. |
Author: | Þórgrímr [ 22 Jan 2013 00:42 ] |
Post subject: | Re: Rules Discussion |
haegan2007 wrote: I read through the Army rules. As it is really late i will reread them again on the morrow and look for examples and see how they match up with my reading of the rules. I eagerly await your input. Cheers, Thor |
Author: | Þórgrímr [ 22 Jan 2013 12:05 ] |
Post subject: | Re: Rules Discussion |
Added the following items to the Forts & Facs Doc: Armory Headquarters Manufactory Small Arms Manufactory Cavalry Manufactory Infantry Basic Training Depot Cheers, Thor |
Author: | Þórgrímr [ 22 Jan 2013 18:11 ] |
Post subject: | Re: Rules Discussion |
Added to the Forts & Facs Doc: Equipment BE cost and time to produce. Finished updating all Equipment Manufactories to reflect the new training rules. Cheers, Thor |
Author: | Þórgrímr [ 23 Jan 2013 14:58 ] |
Post subject: | Re: Rules Discussion |
Added the following Facs to the Forts & Facs Doc: Planetary Drive Manufactory System Drive Manufactory Faster Than Light Drive Manufactory Cheers, Thor |
Author: | Þórgrímr [ 23 Jan 2013 16:11 ] |
Post subject: | Re: Rules Discussion |
Updated all of the Yard types to reflect the new training Rules. After updating the Yards I came to the conclusion I would have to remove Submersible as a Cap, and actually create Sub type. Removed Submersible as a Cap. Added the Following Units to the Naval Doc: Submersible Submarine Hunter-Killer Boomer Cheers, Thor |
Author: | Þórgrímr [ 23 Jan 2013 19:37 ] |
Post subject: | Re: Rules Discussion |
Formulated the costs for the following: Planetary Drive System Drive FTL Drive Finished formulating the costs for all Naval Unit Types. Cheers, Thor |
Author: | haegan2007 [ 23 Jan 2013 20:46 ] |
Post subject: | Re: Rules Discussion |
What came to change your mind for this? Þórgrímr wrote: Updated all of the Yard types to reflect the new training Rules.
After updating the Yards I came to the conclusion I would have to remove Submersible as a Cap, and actually create Sub type. Removed Submersible as a Cap. Added the Following Units to the Naval Doc: Submersible Submarine Hunter-Killer Boomer Cheers, Thor |
Author: | Þórgrímr [ 23 Jan 2013 21:18 ] |
Post subject: | Re: Rules Discussion |
haegan2007 wrote: What came to change your mind for this? Just being a cap you cannot calculate the cost to build a sub, without it actually existing. So I created the types you now see, and removed the cap. Cheers, Thor |
Author: | Þórgrímr [ 24 Jan 2013 15:56 ] |
Post subject: | Re: Rules Discussion |
After redoing the Costs for Ships I cam to the conclusion that Space and Star Ships will need to be their own classes of ships, and not just a Cap. Ah well, small changes can have major reactions. Will add the following Units to the Naval Doc: Freighter (Space) Super Freighter (Space) Mega-Freighter (Space) Star Freighter Super Star Freighter Mega-Star Freighter Gunboat Squadron (Space) Frigate (Space) Destroyer (Space) Light Cruiser (Space) Heavy Cruiser (Space) Gunboat (Space) Tender Stealth (Space) Tender Light Stealth (Space) Stealth (Space) Stealth Hunter-Killer (Space) Escort (Space) Carrier Light (Space) Carrier Star Frigate Star Destroyer Star Light Cruiser Star Heavy Cruiser Gunboat Star Tender Stealth Star Tender Star Stealth Hunter-Killer Escort Star Carrier Light Star Carrier Battleship (Space) Heavy Gunboat (Space) Tender Heavy Stealth (Space) Tender Boomer (Space) Dreadnought (Space) Fleet (Space) Carrier Assault (Space) Carrier Star Battleship Heavy Gunboat Star Tender Heavy Stealth Star Tender Star Boomer Star Dreadnought Fleet Star Carrier Assault Star Carrier Cheers, Thor |
Author: | Þórgrímr [ 25 Jan 2013 18:04 ] |
Post subject: | Re: Rules Discussion |
Finally finished adding all of the new ships and updating the Naval Doc. Below is an example of how Naval Construction and Training will go. The Terran player determines he needs a freighter with a larger than normal cargo capacity. So the player begins to design a freighter to the specs he needs. First he decides to use the Super Freighter as the base template. He knows it can carry 10 times the normal cargo capacity of a same tech regular freighter, which at Eng Tech level 7 is 10,000 TEU's. So the base template of his design has a cargo capacity of 10,000 TEU's. However, this is not enough for his plans so he adds a +1 Cargo cap to his design and decides to add a Regular Diesel engine to power his design. The Super Freighter has a base cost of 40 WUs and 8 IUUs and size 4 per freighter, but since the player has added a +1 Cargo Cap along with an engine he has already produced, it has a new base cost of 42 WUs and 10 IUUs that he multiplies by 4 for a final cost of 168 WUs and 40 IUUs. The player then assigns it to a Ship Yard that has a slipway with the capacity to construct it. The Construction time for the new Super Freighter is 16 weeks, with a cargo capacity of 15,000 TEU's. Now the Player must now determine the cost and how long it will take to train crew for the new ship. The cost to train a crew for a Super Freighter is as follows; 10 WUs and 1 Manpower BE. The Base Ship Class Training time for a Super Freighter is 6 weeks, and the eng TL is 7/2 = 4, and the +1 Cargo Cap adds 3 weeks. So the time needed to Train the Ship's Crew is 6+4+3=13 weeks. The Final Talley is 10 WUs, 1 Manpower BE, and 13 weeks to train the crew. His Super Freighter Class template would look like the following: Super Freighter: 15,000TEU - Texaco Class 168wu/40iuu/ 16 wks prod time Industrial Upkeep: 0.1, Wealth Upkeep: 0.1, Fuel Upkeep: 0.1 AR 0/0 DR 0/1 AM 0/1 4 PP TL 7, +1 Cargo Capacity, +1 Regular Diesel Engine Cheers, Thor |
Author: | Þórgrímr [ 25 Jan 2013 18:09 ] |
Post subject: | Re: Rules Discussion |
Also, I forgot to mention that I added the new Unit experience table and modifiers chart to the Army and Navy Docs. Cheers, Thor |
Author: | Þórgrímr [ 25 Jan 2013 18:53 ] |
Post subject: | Re: Rules Discussion |
Here are two examples of the New Construction and Training Routine For Army Units: The Terran player determines that he needs more Equipment Points to train more Mechanized Infantry Battalions. So the player begins to build the equipment he needs. A Mechanized Infantry Battalion uses Infantry Fighting Vehicles as the equipment. Although IFV's are a bit more expensive than APC's, their increased combat capabilities makes them more than just the battle taxi's that APC's are for a Motorized Infantry Battalion. The player knows the cost is 55 WU's and 5 IUU's per equipment point for IFV's. However, this is not enough for his plans so he adds a +1 Anti-Tank Weapons Cap (TOW ATGM) to his design. So each IFV Equipment Point with the +1 Anti-Tank Weapons Cap has a cost of 57 WU’s, an IUU cost of 7, and a construction time of 18 weeks. The player now determines he wants to train a Mechanized Infantry Battalion. He begins by finding the Mechanized Infantry training time in the above list, which is 18 weeks. Then the player divides his Eng Tech level by two, rounded up, which ends up as 4. Then he adds 3 weeks for the +1 Anti-Tank Weapons cap. The time needed for training is 25 weeks. The cost to train the new Battalion is 10 WU's, .5 of an Active, or Reservist Manpower BE, and 1 Equipment Point of IFV's from the Manpower and Equipment Pools. He then assigns it to the 43rd Mechanized Infantry Training Battalion, which has a training slot remaining to be able train the new unit. His Unit Control Sheet would look like the following: Mechanized Infantry Battalion 10wu/7iuu/.5 A BE/1 IFV EP/Bn AR 4/5 - DR 4/5 AM 3/3 Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1 TL7 +1 Anti-Tank Weapons (TOW ATGM) Cheers, Thor |
Author: | haegan2007 [ 25 Jan 2013 19:50 ] |
Post subject: | Re: Rules Discussion |
So, ahem. What xp do they get for being able to successfully draw their swords and (more importantly) being able to sheath them without serious blood loss? Þórgrímr wrote: Also, I forgot to mention that I added the new Unit experience table and modifiers chart to the Army and Navy Docs.
Cheers, Thor |
Author: | Þórgrímr [ 25 Jan 2013 19:54 ] |
Post subject: | Re: Rules Discussion |
haegan2007 wrote: So, ahem. What xp do they get for being able to successfully draw their swords and (more importantly) being able to sheath them without serious blood loss? Umm, the ability to not auto commit Hari Kari when drawing their swords. Cheers, Thor |
Author: | haegan2007 [ 25 Jan 2013 19:56 ] |
Post subject: | Re: Rules Discussion |
So we are using half a BE now? Or am I misreading. I suspect that when I look through your current changes all will be made clear! I do admit I like the ability to store units equipment in an Armory. Have you worked out how much stored equipment will cost in starting PP when making a Nation? Also, a player may want to start off with several pretrained BE for a particular unit template. Þórgrímr wrote: Here are two examples of the New Construction and Training Routine For Army Units:
The Terran player determines that he needs more Equipment BE's to train more Mechanized Infantry Battalions. So the player begins to build the equipment he needs. First, he decides to use Infantry Fighting Vehicles as the equipment. Although IFV's are a bit more expensive than APC's, their increased combat capabilities makes them more than just battle taxi's. He knows the cost is 55 WU's and 5 IUU's per equipment point. However, this is not enough for his plans so he adds a +1 Anti-Tank Weapons Cap (TOW ATGM) to his design. So each IFV Equipment Point with the +1 Cap has a cost of 57 WU’s and an IUU cost of 7 and a construction time of 18 weeks. The player now determines he wants to train a Mechanized Infantry Battalion with IFV's. He begins by finding the Mechanized Infantry training time in the above list, which is 18 weeks. Then the player divides his Eng Tech level by two, rounded up, which ends up as 4. Then he adds 3 weeks for the +1 Anti-Tank Weapons cap. The time needed for training is 25 weeks. The cost to train the new Battalion is 10 WU's, .5 of an Active, or Reservist Manpower BE, and 1 Equipment Point of IFV's from the Manpower and Equipment Pools, and he assigns it to the 43rd Mechanized Infantry Training Battalion, which has a training slot remaining to be able train the new unit. His Unit Control Sheet would look like the following: Mechanized Infantry Battalion 10wu/7iuu/.5 A BE/1 IFV EP/Bn AR 4/5 - DR 4/5 Industrial Upkeep: .1, Wealth Upkeep: .1, Fuel Upkeep: .1 TL7 +1 Anti-Tank Weapons (TOW ATGM) As an addendum, equipment can be stored once produced, in the new Armory Fac. Cheers, Thor |
Author: | Þórgrímr [ 25 Jan 2013 20:13 ] |
Post subject: | Re: Rules Discussion |
haegan2007 wrote: So we are using half a BE now? Or am I misreading. I suspect that when I look through your current changes all will be made clear! I do admit I like the ability to store units equipment in an Armory. Have you worked out how much stored equipment will cost in starting PP when making a Nation? Also, a player may want to start off with several pretrained BE for a particular unit template. Yep. A lot of Bn's around the world today are right around 500 to 700 men. However, each Manpower BE is equal to 1000 men. But, do not worry, if you wish to make larger Bn's, you can. That part of the Unit creation rules has not changed. You can still add Manpower if you wish. Each Armory can hold 100 TEU's. You remember me telling you of the new unit of measurement? Well, it now makes its debut! Each TEU = 600 CC's from the old style. But with a 20 foot equivalent unit of measurement I can now calc out a proper transport cost that can be based on volume, as well as weight. Just like anything else in Power creation, each Equipment Point will cost it's size in NP's. So if a player wishes to buy 10 MBT equipment points it would cost 10 NP's. Conversely, if he wanted to buy a Battleship, it would cost him 5 NP's. Cheers, Thor |
Author: | haegan2007 [ 26 Jan 2013 17:56 ] |
Post subject: | Re: Rules Discussion |
Okay, missiles need to be thought about in BTS. We have ships that can carry them and rules for making them, but aircraft evidently have infinite missiles! The aircraft would need to be redesigned for missile use. So a weapons cap on a plane would only effect its guns, so its distance damage would be a zero. It would require missiles for damage. Perhaps a missile salvo cap? Or even give a squadron a DP rating for its missiles? Essentially, we turn the aircraft into a sub for damage dealing purposes. The sub requires torps/missiles to deal its damage. |
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