Moderator: Clan Directors
ElricTheGreat wrote:Who is physically controlling the GOAT?
Billy GOAT
Do they have a Homeworld as well or only wandering ships?
Thats a good question, but not much his known about the goats.
Are they playing by the same rules as they rest of us? Same movement and economy etc?
Not much is known about the GOATs, but yes they live in the same world as you do with the same physical requirements it allows for.
Are they strictly our ENEMY (Of all factions) or can they be reached out for Diplo?
There is nothing stopping you from attempting diplomacy. The semi cooperative mission requirement still stands regardless of diplomatic status
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In general ... is communication only possible when in the same sector as another ship or asset, or can we communicate with anyone in a certain range of one of our assets?
If you see a Homeworld or a ship within your viewable range, you can conduct diplomacy with that entity. You do not have to be within the same hex.
IanG7 wrote:1) A starship needs to be present on a hex in order to be able to build (Satelite, Outpost etc there correct? The bioforming was something different that didn't require presence but building does?
Correct, ships must be present in the hex you want to build an off location item such as outpost or satellite etc. Bioforming is the act of changing a planets habitable conditions (aka playable map) and can be done from the Homeworld alone. No ship is needed.
2) I saw mention that one starship can be engaged by multiple enemy at the same time. Can you flesh this out a little more before it occurs. I'm picturing this causing alot of slowplay and/ or arguments otherwise.
For example. Player X1 gets attacked by Y1 and both players have only 1HP left so a loss is certain destruction of that ship. X1 realizes well in advance that they are going to lose so they blitz X2 over to engage Y1. Y1 loses the second game against X2 while X1 has been slow playing and that game hasn't concluded yet but now Y1 is already vanquished by X2. Does that mean the game between X1 and Y1 doesn't matter anymore because Y1 is technically already dead even though they were going to beat X1?
Essentially what I'm hoping for is some sort of initiative based on battle start date or something. I'll suggest that the battle between X1 and Y1 result must be factored before the X2 and Y1 battle regardless of which finishes first even if it means X2 and Y1 are in limbo waiting for the other battle to end. I'd just hate for a game to be drawn out a really long time based on something like this.
There would also have to be a decision for battle that start simultaneously and which battle would get initiative.
battles continue to happen in real time. So yes, if you enter a battle X1 vs Y1 and later X2 vs Y1, the game that finishes first gets its damage applied first. Regardless of X1, or X2 or start dates etc. I know people have an issue with “slow play” but there is zero ability for me to really manage that. Players have 24 hours for their turns.
If Y1 knows they will lose to X2 But is winning vs X1, and X1 is slow playing. Why wouldn’t Y1 slow play it as well to try making it so their damage counts? If they can draw out the second game then they still get their damage dealt. Slow play hurts everyone as it ties up starships, but that is up to the players to adapt accordingly.
Imagine a real battle scenario, space ship A vs B. B is losing and calls in reinforcements. They can continue to try to tie up A until C arrives. If C manages to blow up A before A can deal the final blow to B, then B and C did the right thing strategically. Didn’t they? There’s no pause in battles guaranteeing a death blow to another opponent if you get outmatched.
If it’s a concern there are things you can do, make ships travel together, bring in your own reinforcements, adjust the speed of your own play, etc.
I will leave that to the players and factions to manage. To me, slow play is just part of playing. There are many things you can do or not do that impacts both your factions and others and that’s part of the beauty of the game, you have many options and tools at your disposal within the framework here. I’m trying not to dictate how people play
IcePack wrote:IanG7 wrote:1) A starship needs to be present on a hex in order to be able to build (Satelite, Outpost etc there correct? The bioforming was something different that didn't require presence but building does?
Correct, ships must be present in the hex you want to build an off location item such as outpost or satellite etc. Bioforming is the act of changing a planets habitable conditions (aka playable map) and can be done from the Homeworld alone. No ship is needed.
2) I saw mention that one starship can be engaged by multiple enemy at the same time. Can you flesh this out a little more before it occurs. I'm picturing this causing alot of slowplay and/ or arguments otherwise.
For example. Player X1 gets attacked by Y1 and both players have only 1HP left so a loss is certain destruction of that ship. X1 realizes well in advance that they are going to lose so they blitz X2 over to engage Y1. Y1 loses the second game against X2 while X1 has beeno slow playing and that game hasn't concluded yet but now Y1 is already vanquished by X2. Does that mean the game between X1 and Y1 doesn't matter anymore because Y1 is technically already dead even though they were going to beat X1?
Essentially what I'm hoping for is some sort of initiative based on battle start date or something. I'll suggest that the battle between X1 and Y1 result must be factored before the X2 and Y1 battle regardless of which finishes first even if it means X2 and Y1 are in limbo waiting for the other battle to end. I'd just hate for a game to be drawn out a really long time based on something like this.
There would also have to be a decision for battle that start simultaneously and which battle would get initiative.
battles continue to happen in real time. So yes, if you enter a battle X1 vs Y1 and later X2 vs Y1, the game that finishes first gets its damage applied first. Regardless of X1, or X2 or start dates etc. I know people have an issue with “slow play” but there is zero ability for me to really manage that. Players have 24 hours for their turns.
If Y1 knows they will lose to X2 But is winning vs X1, and X1 is slow playing. Why wouldn’t Y1 slow play it as well to try making it so their damage counts? If they can draw out the second game then they still get their damage dealt. Slow play hurts everyone as it ties up starships, but that is up to the players to adapt accordingly.
Imagine a real battle scenario, space ship A vs B. B is losing and calls in reinforcements. They can continue to try to tie up A until C arrives. If C manages to blow up A before A can deal the final blow to B, then B and C did the right thing strategically. Didn’t they? There’s no pause in battles guaranteeing a death blow to another opponent if you get outmatched.
If it’s a concern there are things you can do, make ships travel together, bring in your own reinforcements, adjust the speed of your own play, etc.
I will leave that to the players and factions to manage. To me, slow play is just part of playing. There are many things you can do or not do that impacts both your factions and others and that’s part of the beauty of the game, you have many options and tools at your disposal within the framework here. I’m trying not to dictate how people play
IcePack wrote:Q: Do I understand this right? If I build a jump gate, it connects to ALL other jump gates? Even ones built by other factions?
A: Yes, they act as a network together. So regardless of the original builder, they act as a transport to any other jump gate. Allowing large spans of travel with relatively low warp.
DJENRE wrote:IcePack wrote:Q: Do I understand this right? If I build a jump gate, it connects to ALL other jump gates? Even ones built by other factions?
A: Yes, they act as a network together. So regardless of the original builder, they act as a transport to any other jump gate. Allowing large spans of travel with relatively low warp.
So as soon we build a jump gate (or we reach one), we gonna see all other jump gates on the map right?
groovysmurf wrote:I'm trying to get a better understanding on mines.
1) The ship must be on the homeworld so the mines can be placed aboard, correct?
2) The ship then must travel to the space you want the mine placed and drop there (can be mid turn, if you have higher warp)?
3) The mines do not hurt your own ships or factions you are "friendly" with, correct? What about "neutral" factions that you have not met yet?
4) Since the mines do not have sensors, will you even know who it is that lands on the mine if you place it outside your area you have vision on?
5) Does the ship have to STOP on the mine to make it go off, or just over it? How would that work with ships with higher warp?
I think that's it for now. Thank you.
5) Yes, ships must stop on the mines. Warp bends space time and goes from one location, to the other so you aren't traveling through space. So if you go from point A to point D, it doesn't matter whats in B or C. You aren't really flying "through" those areas.
TX AG 90 wrote:5) Yes, ships must stop on the mines. Warp bends space time and goes from one location, to the other so you aren't traveling through space. So if you go from point A to point D, it doesn't matter whats in B or C. You aren't really flying "through" those areas.
But Asteroid Belts are an exception? You previously stated that they reduce your movement to 1/turn.
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