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Re: race files go to... whom? |
Tue, 27 May 2008 19:46 |
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IM(NS)HO since you're allowing AR to have Ultra Stations for the pen scanners, it seems fair to allow planetary scanners on planets with a SB.
Have racefiles from:
Perrindom
oldmetalhead (need email)
Dashiva
ThiefLord
Iojho
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Re: race files go to... whom? |
Tue, 27 May 2008 22:18 |
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Race file sent via email.
I've also asked micha wether he can do my first 2 turns in case the game starts before I am back on the 4th June. No problem if I miss the 3rd or 4th turns...
Per, gible, can you make sure that I AND micha get the game start notifications and password and both our email-addresses are entered in the host-interface?
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Re: race files go to... whom? |
Tue, 27 May 2008 22:20 |
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Adacore wrote on Wed, 28 May 2008 13:39 | I'm not playing, and I'm a newb, so feel free to disagree, but with the no gates restriction, won't defenders have a tough time defending even if they get a couple of years' notice? I guess the big problem comes once you've got planetary long range pen-scan and it becomes hard to build up an attack fleet in secret, but with cloaking it shouldn't be too bad.
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There are no gates in pacific that I know of...
...if I'm wrong, let me know so I can steal a pair. One beside my couch, the other by the fridge.
Have racefiles from:
Perrindom
oldmetalhead (need email)
Dashiva
ThiefLord
Iojho
Altruist
[Updated on: Tue, 27 May 2008 22:22] Report message to a moderator
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Re: Line Of Supply / Fog of War |
Wed, 28 May 2008 04:20 |
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iojho | | Officer Cadet 4th Year | Messages: 280
Registered: October 2006 Location: EPBA | |
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Note that attackers will not have gates either. Before an attack all ships need to be dragged into front line on engines which will take several turns. An attack will take additional 2-3 years, I assume, taking into account sparse universe and as a result extended distances between planets. IMO defenders will be able to undertake counter actions if warned early enough and X320 scanner is perfect for that purpose. In this game IMO X320 will be more useful for defenders than for attackers. Any offensive action due to no gates will have to be planed several years ahead and the situation is changing constantly. So in practice attackers cannot predict what forces defenders will have at the moment of an attack.
Anyway, why to ban penetrating scanners on ships when X320 scanner is allowed.
BTW, at WWII on Pacific allies possessed the radar that had a range of 50-100 km or so as far as I remember. At that time radar was used to detect incoming air armadas and to aim the naval artillery. Radar was of no significant from strategic point of view taking into account the large area of Pacific Ocean. Searches in Pacific Basin were usually conducted by means of planes.
[Updated on: Wed, 28 May 2008 04:21]
"Every person speculates on creating a new need in another, so as to drive him to fresh sacrifice, to place him in a new dependence and to seduce him into a new mode of enjoyment and therefore economic ruin."
Karl Marx,1844Report message to a moderator
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Re: Line Of Supply / Fog of War |
Wed, 28 May 2008 05:19 |
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Adacore | | Chief Warrant Officer 2 | Messages: 156
Registered: February 2005 Location: Shanghai | |
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Yeah, for some reason I was going a little crazy and thought that ship scanners were banned (I think I'd probably been reading a game report from a no-scanners game). I agree, the more powerful (penetrating) planetary scanners might be a bit overly strong in this game, in that case, and the only way to outlaw them is to ban planetary scanners entirely (except at the HW).
[Updated on: Wed, 28 May 2008 05:21] Report message to a moderator
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planetary scanners |
Wed, 28 May 2008 07:48 |
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Well, I was the one intitially suggesting to allow penetrating planetary scanners as a cookie for those who researched electroncis and to make it more worthwhile.
But I am completly fine with not allowing penetrating scanners or planetary scanners at all. Actually I'd even favour the simple rule:
* no planetary scanners except the one on the HW
It really gives the game another "scanning"-dimension.
What happens if somebody forgets about the rule and a planetary scanner is built? Harsh result: planet must be left to destroy the scanner, recolonization possible.
btw: We need a non-playing host who checks the m-files from time to time. I am not of the suspicious kind but as a host I made the experience that more than 2 rules and there is almost a garanty that somebody (hopefully not me) will forget about at least one rule during the game. Just think about your usual b17-bomber-design... before you have realized it you have built a dozen of them and only then realize... argh, it includes a fuel pod.
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Re: planetary scanners |
Wed, 28 May 2008 11:17 |
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perrindom | | | Messages: 129
Registered: August 2005 Location: Denmark | |
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Altruist wrote on Wed, 28 May 2008 13:48 | as a host I made the experience that more than 2 rules and there is almost a garanty that somebody...will forget about at least one rule during the game. Just think about your usual b17-bomber-design... before you have realized it you have built a dozen of them and only then realize... argh, it includes a fuel pod.
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Someone knows how to auto-send ingame messages(reminders) every turn
___
So far there are support to limit planetary scanners.
I suggest we ban them completely, so you have to abandon your HW no later than 2410....just kidding.
Unless I hear strong opposition, I rule that "you cannot ever queue a planetary scanner", i.e. never build one, but may keep the one on your own HW.
I hope we can persuade someone from time to time to open each player and have a quick look at the scanner pane, should only take a couple of minutes. I will send out reminders, but should one forget, clearing the planet to remove the scanner must be done.
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Re: planetary scanners |
Wed, 28 May 2008 18:10 |
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ThiefLord wrote on Wed, 28 May 2008 19:57 | Why are we doing this.
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As Per explained in his initial post because we want to create a game that stresses the problems of logistics/fuel and reconnaissance. Additionally we all will have a hard time with the inbuilt restriction of no more than 16 ship designs at the same time.
And so far I must say it seems to work. My test games were horrible.
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Re: planetary scanners |
Thu, 29 May 2008 02:40 |
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perrindom | | | Messages: 129
Registered: August 2005 Location: Denmark | |
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ThiefLord wrote on Wed, 28 May 2008 19:57 | perrindom wrote on Wed, 28 May 2008 11:17 |
I hope we can persuade someone from time to time to open each player and have a quick look at the scanner pane, should only take a couple of minutes. I will send out reminders, but should one forget, clearing the planet to remove the scanner must be done.
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Why are we doing this.
Will it make that much of a difference?
What happens if someone builds one?
What happens if I get a temp to fill my void while on vacation and he builds one?
The less rules the less complicated.
I recommend allowing planet scanners. Keep it simple.
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Yes, it will make a big difference. It completely nullifies the rule of no ship-borne pen-scanners and the banning of taking NAS, and it totally shifts the tactical advantage to the defender, and it also almost totally wrecks the idea that you must win the reconnaissance war to ever achieve numerical "superiority at the point" (or deny it to the attacker) because other rules prevent sudden force movement over large distances.
Reminders, honor, and good instructions to temps is all we can ask for. To clear a planet does not cost more rescources than the colonizer (no production lost when done right), large freighters for holding the pop you can reuse, so the burden for a mishap is bearable.
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Re: Line Of Supply / Fog of War |
Thu, 29 May 2008 02:42 |
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Ya! I’ve suspect of this. Therefore, we must send AR out of game too.
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