On Fri, Jun 13, 2008 at 1:14 PM, Victor Ivri <[EMAIL PROTECTED]> wrote:
> Cool. Thanks for all the help, guys. Seems like I've got the majority
> of what I wanted (and the rest I'll most likely get by playing
> locally). Just a couple more questions :)
>
> On Wed, Jun 11, 2008 at 7:34 AM, Brett Nash <[EMAIL PROTECTED]> wrote:
>> I'm not sure if PDBs count in system battles or a separate battle after?
>> I have a horrible feeling it is a separate battle, which makes them
>> even more useless (so 200 attacking ships vs 100 defenders + 100 PDBs
>> becomes two battles 200 vs 100, followed by 150 odd remaining vs 100
>> PDBs).
>
> Any word on that?

Currently TP RFTS only usesd PDBs in separate battles of enemy fleet
vs planet. IIRC, they do not play in to fleet vs fleet battles.

>>> > Yes to all of the above in the original game, although it was
>>> > intentionally not specified. Many more ships are more useful then
>>> > higher tech, but higher tech nearly always beats lower tech of
>>> > similar numbers.
>>>
>> Also changed the rules for invasions:
>> Normally if Player B invades player As world, then player C invades, if
>> C leaves it becomes player B's world.  But if it's a homeworld, it's
>> always player A's.  It is in the rulebook (and if you ally with someone
>> it's a great way to a) find homeworlds & b) permanently take over a
>> world ;-)
>
> So "homeworlds" don't become neutral, interesting.

Hmm, players leaving midgame is not well supported.

>>> >> Ok, that was important to know :)
>>> >> OH, what about Resource Points? Are they global??
>>> >
>>> > There are local ones and global ones.  Buying globals cost 2:1.
>>> > (Spending still one for one).  Globals earn interest, but can only
>>> > be accessed if there are no enemy fleets in orbit.  (Else the are
>>> > interdicted).
>>>
>>> Oh yeah! I totally forgot to ad... I mean, I decided that feature was
>>> lame and chose not to implement it. :P Currently all are local, global
>>> would be useful (though I rarely used it). Should global points be
>>> implemented? Also how/where would it display?
>>
>> Please implement.  I think interest is only in the advanced
>> ruleset thinking about it, but a large part of the strategy was global
>> RP management. It makes colonisation _much_ easier as you use RPs from a
>> strong colony to boost a weak one, but this works only while you
>> control the space, also the pros and cons of spending the RPs (which
>> cost 2 to buy remember)... or save for another turn.
>
> Would be nice to know if this would or would not be implemented in the
> near future :)

I'll see what I can do, but don't plan on it being done too soon (ie,
future, maybe not near future). It's mostly a matter of (free) time.

>>> Just double checked.  Fleets have damage/health (not ships), and
>>> damage carries over. I'd be fine to remove this :) The damage calcs
>>> are only used during battle. Also... it may be a little broken. (shhh)
>
> Hmm... any way to calculate overall fleet hitpoints? (there was no
> "hp" field in the ObjectParams.Fleet.ShipsType class in the TP03 class
> library, and nothing like that in the fleet as well). What's the
> mapping for that?

I'm going to switch fleets to heal after battles so that it's more in
line with the original.

> Also, a related question: are PDBs considered ships with 0 velocity
> that reside on planets, or are they "resources"?

Yes? Technically speaking they're planet resources, but iirc they have
the strength of a ship with the same tech.

>
> Later.
> --
> Victor.
>
> Truth is greater than ten goats (Nigerian proverb).
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>

- Tyler
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