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 Post Posted: Mon Jul 17, 2017 2:34 am 
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:) you didn't specify the speed of the Repair ship or the Minelayer :)

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     Post Posted: Mon Jul 17, 2017 3:08 am 
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    WurmD wrote:
    :) you didn't specify the speed of the Repair ship or the Minelayer :)



    Fixed

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     Post Posted: Mon Jul 17, 2017 4:18 am 
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    At what points in time do shields refresh?
    - 5 min after
    - At the end and start of each player turn?
    - At start of your turn only?

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     Post Posted: Mon Jul 17, 2017 12:35 pm 
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    Minefields look interesting. Scouting will be very important if you could end up damaging all your ships in a fleet the same turn they're supposed to be attacking a major base!

    When you say every ship passing through the minefield is damaged, does that include your own ships (apart from minelayers and scouts)?

    Does 'ships' include enemy strike craft? If fighters or bombers target a minelayer hiding in a minefield, what happens?

    Are freighters only able to transfer ships from bases to other bases and resource sites, or could they bring ships to meet with a command ship in the middle of empty space, and let them fly off as soon as they join the command ship? Would moving with the freighter use up a ship's move for the turn too, or could you perform a kind of freighter relay to move ships all the way across the map if you had enough freighters in the right places?

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     Post Posted: Mon Jul 17, 2017 1:21 pm 
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    WurmD wrote:
    At what points in time do shields refresh?
    - 5 min after
    - At the end and start of each player turn?
    - At start of your turn only?


    Start of turn

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     Post Posted: Mon Jul 17, 2017 1:27 pm 
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    When you say every ship passing through the minefield is damaged, does that include your own ships (apart from minelayers and scouts)?

    Yes you own ships yake damage passing though mine fields.

    Does 'ships' include enemy strike craft? If fighters or bombers target a minelayer hiding in a minefield, what happens?


    No strike craft take no damage from mine fields, also the mine layer would be destroyed.

    Are freighters only able to transfer ships from bases to other bases and resource sites, or could they bring ships to meet with a command ship in the middle of empty space, and let them fly off as soon as they join the command ship? Would moving with the freighter use up a ship's move for the turn too, or could you perform a kind of freighter relay to move ships all the way across the map if you had enough freighters in the right places?

    You cant set up a relay with frieghters.ships can only enter or exit frieghters at start of turn.

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     Post Posted: Tue Jul 18, 2017 8:08 am 
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    That seems to handle the possible exploits pretty well.

    On the topic of when shields refresh after damage, do Shield Restorers or Automatic Repair Systems have any effect outside of combat, so that a damaged ship would have its shields/hits restored by those specials, or do they only work in combat? Logically, it seems like they should continue repairs afterwards, but that feels like a stronger effect than the points cost suggests.

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     Post Posted: Tue Jul 18, 2017 11:56 pm 
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    If there is enouth room I would like to join. I think I can handle one update every 2 days.

    Question: if the shield recovers betwin battles, what happens with it in the mine fields, does it recover betwin mines? Or before the ship enters battle? or only after the battle?

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     Post Posted: Wed Jul 19, 2017 12:40 am 
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    Free Radical wrote:
    That seems to handle the possible exploits pretty well.

    On the topic of when shields refresh after damage, do Shield Restorers or Automatic Repair Systems have any effect outside of combat, so that a damaged ship would have its shields/hits restored by those specials, or do they only work in combat? Logically, it seems like they should continue repairs afterwards, but that feels like a stronger effect than the points cost suggests.


    Lot of questions about the shield restorer special. So I thought about it the shield restorer will only function for 1 combat round after battle. Otherwise its to powerful.

    Also I havnt started taking spots yet we are still a ways off of starting the game. I'm working on the final rule set and everything post so far is not set in stone. When I do post the rules, It will be a first come first serve kind of deal. However, I will be taking into account how much effort you put into the back story of your side.

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     Post Posted: Wed Jul 19, 2017 1:04 am 
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    Time for more information. Facilities "Building this time.


    Facilities

    A base may support two Facilities a level these facilities support the base and side in different ways. Each Facility costs 4000s.

    Defense system: The base has two defense batteries per level of the base. These defense systems require no upkeep and will defend the base from incoming invaders. If destroyed the side must pay 2 production or 100 Shmuckers to replace them. Defense batteries have no upkeep. Limit of 2 per base. New batteries pop each time the city levels. Minimum level  1 base.
    Defense battery: 3/14/50/Varies/- 4 weapon slots.

    Trade Port: The base establishes a Trade route with another known side.  You may assign four Freighters to with a side. Each Freighter earns your side 225  shmuckers each. Each trade port may support five trade freighters. Limit of 1 per base. Minimum level 3 base.
    Factory: Increases the total production of your base by 2. Limit of 1 per base. Minimum level 3 base.

    Base shield enhancer:  Doubles the amount of shields a base has available. Limit of 1 per base. Minimum level 2 base. (Each base has 25 shield points per level of the base)
    Capital: This city is the heart of your empire. This base has a transporter to the Magic Kingdom.  The capital is where all your leaders pop. Your side can not pop leaders if your ruler is away from the capital. Minimum level 3. Limit 1 per side. Starting a side makes the base automatically your capital, but you don’t gain the MK transporter until the base is level 3. Losing your capital ends your side.
     
    Long Range Sensors: Increases a Bases vision range from 3 hexes to 6 hexes. . Limit of 1 per base. Minimum level 3 base.

    Long Range Communications: Gives you access to the communications EDUPAD. This is a public forum. So anything said here is public knowledge. You may not use this to negotiate trade deals, non-aggression pacts, or alliances. The Communication hub is controlled by the Trade federation. Limit 1 per capital. Minimum level 3.

    Naval academy: Training for captains and admirals. Leaders assigned to the naval academy may take no other actions this turn even if the base comes under attack. Building a Naval Academy also causes an Admiral to pop for free. at the site of the naval academy. Limit 3 per side.

    Science Lab: Training center for casters. Casters assigned to the Science Lab can spend their turn training and may not perform any other actions for the turn. Creating a Science lab pops a caster for free. Level 3 base. Limit 1 per side.

    Mining facility: You may assign five mining ships to the base. These mining ships produce 225 shmuckers a turn. The facility also builds 1 mining ship a turn if the player wishes.  Level 2 base, Limit 1 per base.

    Fighter garrison: The Base has five Strike craft squadrons. Level 2 base, Limit 2 per base

    Star Gate: Allows ships to move from one Base to another. Base must be the same side. The Ships arrive next turn, but with no move. Limit 1 per base. Level 4 base, side must have access to an MK Transporter. Ships must have full move to be able to use the Star gate. Both bases must have a star gate.

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     Post Posted: Wed Jul 19, 2017 4:54 am 
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    Can defence batteries/mining ships be popped normally as well, additional to the ones popped by the appropriate building?

    When you say "the side must pay 2 production or 100 shmuckers to replace them", is that the amount to replace all the destroyed defence batteries, or the price for each destroyed defence battery?

    Does "base shields" only cover defence batteries on the base, or does it add additional shields to ships defending the base too?

    Does each defence battery get its own shields from the base, or is there only a single base shield? That is, does a level 3 base with four batteries have four batteries with 75 shield points each, or a 75-point shield which is protecting four batteries?

    Does your starting base's capital facility count against the building limit?

    Also, it says limit one per side, but is it possible to move your capital to another level 3 base and remove the original one? Say, if you thought your capital was going to fall, but you had the shmuckers and a safe level 3 base, could you build a new one before the old one fell?

    Do strike craft in a base automatically rebuild at the start of turn if destroyed?

    Are there any limits on the number of captains/casters that can be training in the naval academy/science lab?

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     Post Posted: Wed Jul 19, 2017 5:17 am 
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    Lots of good questions.

    Can defence batteries/mining ships be popped normally as well, additional to the ones popped by the appropriate building?

    Defense batteries no, The mining ships yes they are listed with the civilian ships that can be built.

    When you say "the side must pay 2 production or 100 shmuckers to replace them", is that the amount to replace all the destroyed defence batteries, or the price for each destroyed defence battery?

    Per defense battery so replacing 2 defense batteries would cost 4 production from that base or 200 shmuckers.

    Does "base shields" only cover defence batteries on the base, or does it add additional shields to ships defending the base too?

    Just the base.

    Does each defence battery get its own shields from the base, or is there only a single base shield? That is, does a level 3 base with four batteries have four batteries with 75 shield points each, or a 75-point shield which is protecting four batteries?


    One shield for the whole base.

    Does your starting base's capital facility count against the building limit?

    yes

    Also, it says limit one per side, but is it possible to move your capital to another level 3 base and remove the original one? Say, if you thought your capital was going to fall, but you had the shmuckers and a safe level 3 base, could you build a new one before the old one fell?

    Yes, this would destroy the capital in your old base but your ruler must be at the capital to move the capital.

    Do strike craft in a base automatically rebuild at the start of turn if destroyed?

    Yes, however I may make this one strike craft squadron per level of the base. I haven't decided yet

    Are there any limits on the number of captains/casters that can be training in the naval academy/science lab?

    There will be a limit of 3 per site.

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     Post Posted: Wed Jul 19, 2017 5:54 am 
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    So, given that, would it be more accurate to say

    Defense battery: 3/14/50/-/- 4 weapon slots?

    The base has a shield that needs to be taken out before ANY Defense Battery can be hit, and Defense Batteries don't have shields at all?

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    Last edited by WurmD on Wed Jul 19, 2017 1:50 pm, edited 1 time in total.
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     Post Posted: Wed Jul 19, 2017 6:05 am 
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    WurmD wrote:
    So, given that, would it be more accurate to say

    Defense battery: 3/14/50/-/- 4 weapon slots?

    The base has a shield that needs to be taken out before ANY Defense Battery can be hit?



    Correct unless the attacking ships are using weapons that bypass shields.

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     Post Posted: Wed Jul 19, 2017 8:30 am 
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    If the shield is separate to the batteries, does hitting the base shield still roll against the batteries' defence of 14? Or if it's protecting the entire base, is it actually impossible to miss when attacking the shield?

    Also, an odd question about when combat ends: if a base has strike craft left when all the ships/batteries defending have been croaked, what happens? Do the strike craft get to continue defending? Or is combat over then and there? If not, it seems like you could get weird situations where a massive fleet is prevented from capturing a base because of a single fighter they can't target, but it seems odd to ignore them at the end of a battle too.

    Or can the fighter garrison be struck directly either by railguns or once the shield is down, maybe?

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     Post Posted: Wed Jul 19, 2017 9:14 am 
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    What is the difference between a Captain and an Admiral?

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     Post Posted: Wed Jul 19, 2017 4:58 pm 
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    [quote="Free Radical"]If the shield is separate to the batteries, does hitting the base shield still roll against the batteries' defence of 14? Or if it's protecting the entire base, is it actually impossible to miss when attacking the shield?

    Base would still have a defense of 14

    Also, an odd question about when combat ends: if a base has strike craft left when all the ships/batteries defending have been croaked, what happens? Do the strike craft get to continue defending? Or is combat over then and there? If not, it seems like you could get weird situations where a massive fleet is prevented from capturing a base because of a single fighter they can't target, but it seems odd to ignore them at the end of a battle too.

    Battle ends. A single group of fighters or bomber cant stop the fleet. Consider the fighter facilities disabled when the other defenses are destroyed.

    Captain allow movement but provide no bonus to ships.

    Admirals provide a bonus to the combat and defense scores of the fleet he is leading equal to his level

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     Post Posted: Thu Jul 20, 2017 5:18 am 
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    Alright I have finished the map and the basic rules. The rules will be an on going process (mostly the combat section) Feel free to take a look.

    https://docs.google.com/document/d/1b1m ... l63E8/edit
    I have also finished the start of game info. Players feel free to take a look and start planning your side. I will also now be taking entries. Do not post your side info and ships in the link. Send them to me by private link. Also include and seconds you have.

    https://docs.google.com/document/d/1HVm ... E4uww/edit

    Keep in mind we are still a ways off from starting this game.

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     Post Posted: Thu Jul 20, 2017 6:53 am 
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    Looks great! I'll be sending you some side details once I have them prepared, but I have a couple more quick questions:

    What's the minimum base level for building a Naval Academy? (Everything else has a minimum listed, even if it's minimum level 1.)

    Does pushing back the fog of war only happen at start of turn? That is, if I have my scout fly along the edge of the fog of war, does it only get to see three hexes around where it finishes its flight, or does it see three hexes from every hex it passes through (for the purposes of pushing back fog of war, if not seeing ships)?

    Can star gates in bases connect to jump gates on the map?

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     Post Posted: Thu Jul 20, 2017 7:05 am 
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    [quote="Free Radical"]Looks great! I'll be sending you some side details once I have them prepared, but I have a couple more quick questions:

    What's the minimum base level for building a Naval Academy? (Everything else has a minimum listed, even if it's minimum level 1.)

    Level 3

    Does pushing back the fog of war only happen at start of turn? That is, if I have my scout fly along the edge of the fog of war, does it only get to see three hexes around where it finishes its flight, or does it see three hexes from every hex it passes through (for the purposes of pushing back fog of war, if not seeing ships)?

    Start of turn

    Can star gates in bases connect to jump gates on the map?

    No

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