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Re: New Game: Thirteen Gates |
Fri, 12 December 2003 19:51 |
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Minor clarification. Will Jumpgates be provided? And 2nd What have you decided to do? Think I might go with it.
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Re: New Game: Thirteen Gates |
Sat, 13 December 2003 11:20 |
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Captain Maim wrote on Fri, 12 December 2003 18:51 | Minor clarification. Will Jumpgates be provided? And 2nd What have you decided to do? Think I might go with it.
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JG's will be provided for a fee... but only on large freighters and the fee will be 200+(min cost)+(res cost) which is roughly 400/freighter... the cost should stop wholesale scrapping since you need roughly 4000kt to scrap for a level... and remember sales, are not normally secret... unless you double the cost.
This game has already been posted to google and we are looking at 7 sign ups so far.
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Re: New Game: Thirteen Gates |
Sun, 14 December 2003 18:23 |
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Shadow Whist | | Chief Warrant Officer 2 | Messages: 167
Registered: August 2003 Location: Vancouver, WA | |
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donjon wrote on Fri, 12 December 2003 15:17 | There are two other "any" gates. The any/800 would squeek through (maybe) on some close intra-sector jumps. The 100/any would allow scouting jumps across the galaxy... with the two gates deployed it might prove to be an interesting game.
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Have you considered using a variety of gates in the game?
or would that seem to violate the game advertisement?
___________________________________________
"What!!! We can't go to Alpha Centari Phisophui? Who cares if its 1000lys away!
Paid for by the Campaign to promote interspace travel...
[Updated on: Sun, 14 December 2003 18:25] Report message to a moderator
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Re: New Game: Thirteen Gates |
Sun, 14 December 2003 19:05 |
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Shadow Whist wrote on Sun, 14 December 2003 17:23 |
Have you considered using a variety of gates in the game?
or would that seem to violate the game advertisement?
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Hmmm...
Offering a gate geography:
Quote: | Also, in each sector is one world held by the Traveller's Guild (this location is NOT revealed to the players and must be discovered.) The Guild, has all players set to friend and allows use of their stargates to afford inter-sector travel (each sector has roughly 900 ly separating them.)
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Its an interesting idea, engineering a geography to the gating system, as I said previously. Of course, some players may complain of unfair treatment, if player X can gate anywhere, and player Y can gate only to neighbouring sectors. I will decide whether to incorporate this when it has been determined if I have a full complement of players or not if there isn't a full complement, I may leave the unoccupied sectors with an any/any, while the occupied sectors, will have the any/800+100/any pair (and pray I don't piss off a PP )
[Updated on: Sun, 14 December 2003 19:08] Report message to a moderator
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Re: New Game: Thirteen Gates |
Mon, 15 December 2003 17:05 |
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Actually as I understand it, from tests, the gate on the "Left" is always used because it's always in the first slot. The 2nd is usually in like slot 10 or something. So when it looks over the design. It sees "100/250 gate" (or whatever) and marks that, when it sees the 2nd it just ignores it. Using 2 gates is utterly useless. I laugh when ever I see it in a game.
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