Subject:
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Re: More new ships in the pipeline
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Newsgroups:
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lugnet.gaming.starship
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Date:
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Thu, 16 Oct 2003 00:39:47 GMT
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Viewed:
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3779 times
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In lugnet.gaming.starship, Andrew Engstrom wrote:
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In lugnet.gaming.starship, Richard Parsons wrote:
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Almost all our registrations so far are for warships, exploration vessels,
traders and the odd maintenance tender.
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Yeah, Ive noticed that, too. Is it just the nature of the beast? Or are we
doing like TLC did; it seems that Lego towns are almost entirely made up of
fire stations and police stations, with the odd rescue center or two. All
action and no supporting businesses, etc.
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I actually came up with a list of types of ships for myself way back when we
were developing this galaxy. Passenger Liners, Steamers (small cargo vessels
that can be easily fitted for passenger or destroyer use), Hospital Ships,
Colony Ships, are just a few of what I had thought of at the time in addition to
the traditional military and exploration vessels. It is nice to see someone
working with one of these ideas (independent of my own).
For Liners, SMs might consider planning ahead and actually have a number of
regular passengers who have heard about the Liners and are waiting to embark.
The more marketing from the Player and the more attractive the destination, the
more passengers a sector might offer (and of course that translates into those
ever-elusive platinum chits). :) Also, a planet with a smaller population
would have fewer passengers available. ...A similar perspective could be taken
if any player ever offers a cargo fleet.
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In the meantime, I may need to request a special dispensation or something on
the Systems Treaty of Spraw. I have 5 high propulsion and 7 medium
propulsion vessels. When I make these tenders mediums, I will be out of
interesting systems slots for propulsion.
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Yeah, I remember when the systems limits were discussed, and this exact topic
came up. The 5-10 system was voted for the most so that no one player could
blockade a sector with super-high-quality ships...or do something similar. I
think we should revise the system so that you can register as many as you
want, and they only count against the slots if you actually *deploy* them. It
might make a little more work for the GM (who, I might add, has done a
magnificent job so far). Hmm. Any other thoughts?
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Well, we have said all along that this (especially the first year) is a
play-test of how our rules function. And we have always said that given reason
to vote, that new or alternate rules can be devised and revised. But before we
go that far, I would argue that Richard has a few alternatives in this instance:
1. As he said, he could decommision one or more vessels to open medium or high
slots for propulsion.
2. He could refit one or more of his ships and in doing so change their ratings
to low. This could be reasonable if he has a ship that doesnt need to travel
fast. And an in-game reason would be nice (e.g. he might explain that the ship
spent a week in port having its generator replaced with an emergency substitute
due to an unstable fuel device). This would open up a better slot without
totally decommissioning a vessel, as the older vessel would just change to slow.
3. He could remove one or more ships from the official registry but keep them
in-game as NPCs. Any Sector Mediator may have NPC ships. An NPC ship is a
vessel that functions like a ship except that the owner never sends it from its
home sector. It hangs out there, looks pretty, can be used during adventures
when other players visit, etc. But the owner cant send it out of the home
sector without registering it. It is through this rule that SMs can populate
their systems and sectors with all sorts of native vessels (as well as alien
ones). I myself have hundreds, but I only plan to officially register a
representative or two from each class. NPC ships do not count against your
player limits (Treaty of Spraw). And as an SM, you can make one of your Player
Ships an NPC or one of your NPCs a Player Ship pretty much at will, provided
they are currently in one of your own sectors and provided you stay within the
limits for Player Ships. Now this rule does not generally prevent the sort of
issue at hand. But it might be good for Richard specifically, because last I
checked he has several of his ships on station in his own sectors, and they have
been there unmoving for some time now. Just a thought.
In any event, I vote to continue on the old way for a while, just to see how it
functions when someone is at the limit. If we find it isnt working in a fair
and fun manner, then we can review the rules.
Anyone have any other thoughts? (Remember, all participants opinions are
important and equal!)
-GM Hendo
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Message is in Reply To:
| | Re: More new ships in the pipeline
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| (...) Yeah, I've noticed that, too. Is it just the nature of the beast? Or are we doing like TLC did; it seems that Lego towns are almost entirely made up of fire stations and police stations, with the odd rescue center or two. All action and no (...) (21 years ago, 10-Oct-03, to lugnet.gaming.starship)
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