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Post by wazzledazzle on May 20, 2017 18:29:41 GMT
Hello, and welcome to the Inner System ! This project, started by apophys , kaiserwilhelm , jasonvance and I, aims to expand Children of a Dead Earth's rich tactical gameplay, by including its battles into a forum-based game of interplanetary strategy. Sending their orders over the forum, players would fight for control of planets, moons and asteroids, managing movement, attacks and ship-building around the Inner Solar System. Battles would be resolved with AI-against-AI fights in Children of a Dead Earth. We already have a map (see the banner, or the link below) and a set of rules governing the campaign. But we are missing a critical element in this project... You!We are preparing for a test run, to tweak and improve the rules, and we are missing AT LEAST one or two players. In addition, as we wish to involve the entire CoaDE community, we would love to hear from all of you : Suggestions, ideas, feedback, anything that you might want to share about this. If you are interested, please answer the poll above, send us a PM, or post in this thread ! If you have any questions regarding the rules or the project in general, feel free to ask here. Links (everything here is subject to change) : The current map : HereThe current rules (commenting is enabled, so fire away) : HereCheers ! May you find a willing foe, and delta-vee.
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Post by Enderminion on May 20, 2017 18:47:14 GMT
why no ceres? it could be in another belt sector with a few (1-3) smaller astroids, and if you add stuff further out then you should be able to use gravity assists and risk combat or spend more propellant and avoid combat. Am I correct in assuming its stock only for now?
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Post by wazzledazzle on May 20, 2017 18:53:35 GMT
why no ceres? it could be in another belt sector with a few (1-3) smaller astroids, and if you add stuff further out then you should be able to use gravity assists and risk combat or spend more propellant and avoid combat. Am I correct in assuming its stock only for now? If a celestial body is missing, it's either that I couldn't find enough data on it, that the transfer times/delta-vee costs were too high or didn't fit with the rest of the map, or that I goofed somewhere . Again, everything is temporary and we want to get as many moons and asteroids on here (planets beyond Jupiter are out of scope because of their long travel times/rare launch windows). Yes, stock only for now. Sharing files between many users wouldn't be practical for a first test run.
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Post by Enderminion on May 20, 2017 19:11:54 GMT
why no ceres? it could be in another belt sector with a few (1-3) smaller astroids, and if you add stuff further out then you should be able to use gravity assists and risk combat or spend more propellant and avoid combat. Am I correct in assuming its stock only for now? If a celestial body is missing, it's either that I couldn't find enough data on it, that the transfer times/delta-vee costs were too high or didn't fit with the rest of the map, or that I goofed somewhere . Again, everything is temporary and we want to get as many moons and asteroids on here (planets beyond Jupiter are out of scope because of their long travel times/rare launch windows). Yes, stock only for now. Sharing files between many users wouldn't be practical for a first test run. continuing from the google docs, the game does mention invasion stageing, so how about a point of propellant bunkerage for every 2000t with a minimum of two (not bonus), also the cost of some ships should be reduced for the game or income increased since if you controled jupider and its moons it would take ~10 turns to get the money for a gunship. also their are no rules for game start and starting units
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Post by wazzledazzle on May 20, 2017 19:23:37 GMT
continuing from the google docs, the game does mention invasion stageing, so how about a point of propellant bunkerage for every 2000t with a minimum of two (not bonus), also the cost of some ships should be reduced for the game or income increased since if you controled jupider and its moons it would take ~10 turns to get the money for a gunship. also their are no rules for game start and starting units If I understand correctly - ships would have a maximum amount of fuel, based on their mass ? That is certainly interesting, but shouldn't lighter ships cost less to strap to extra stages ? Yep, I might have adjusted money without looking at game prices too much, that definitely needs to be fixed. I assume game start would have players each owning a sector, or part of a sector (had a list of every faction in the game and what they owned, need to find that). They would have a certain amount of starting budget, which they could freely spend on ships. Also, there's no rules for game end yet. Again, nothing is definitive so far, but one thing that could work is if a player controls X sectors for Y turns, the game ends. We could also tally the fleets/money of each player once the game has ended.
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Post by David367th on May 20, 2017 19:34:11 GMT
So our attempt to implement multiplayer is to essentially turn it into a DnD style game using CDE as the way to settle fights? Awesome. Also wazzledazzle you don't have comments enabled on the docs.
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Post by Enderminion on May 20, 2017 19:38:37 GMT
continuing from the google docs, the game does mention invasion stageing, so how about a point of propellant bunkerage for every 2000t with a minimum of two (not bonus), also the cost of some ships should be reduced for the game or income increased since if you controled jupider and its moons it would take ~10 turns to get the money for a gunship. also their are no rules for game start and starting units If I understand correctly - ships would have a maximum amount of fuel, based on their mass ? That is certainly interesting, but shouldn't lighter ships cost less to strap to extra stages ? Yes but smaller ships have less free hull to mount thingsYep, I might have adjusted money without looking at game prices too much, that definitely needs to be fixed. Considering you proposed income, if you had jupider and its moons you could get a smaller ship every two turns or two ships every build phase while accumulating money, the gunship however is the most expensive stock ship and is an outlier, most ships cost >300Mc (the fleet carrier is a little more) but the difference between larger ships and smaller ships is extreme. also "civvie" ships like tankers should cost less, maybe cargo ships can repair damage too? just throwing that out thereI assume game start would have players each owning a sector, or part of a sector (had a list of every faction in the game and what they owned, need to find that I don't think there is any such list). They would have a certain amount of starting budget, which they could freely spend on ships. thats good enough althoug I would suggest a Gc for larger (>150Mc) ships and 200Mc for smaller (<150Mc) ships, if you wanna start with the same amount of kit for each playerAlso, there's no rules for game end yet. Again, nothing is definitive so far, but one thing that could work is if a player controls X sectors for Y turns, the game ends. We could also tally the fleets/money of each player once the game has ended. CDE has total war, I think the game should end when all but one player has surrendered or been fully defeated
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Post by wazzledazzle on May 20, 2017 19:52:37 GMT
So our attempt to implement multiplayer is to essentially turn it into a DnD style game using CDE as the way to settle fights? Awesome. Also wazzledazzle you don't have comments enabled on the docs. Hah, that's basically it. Also yep, my bad on the docs. Should be enabled now. If I understand correctly - ships would have a maximum amount of fuel, based on their mass ? That is certainly interesting, but shouldn't lighter ships cost less to strap to extra stages ? Yes but smaller ships have less free hull to mount thingsYep, I might have adjusted money without looking at game prices too much, that definitely needs to be fixed. Considering you proposed income, if you had jupider and its moons you could get a smaller ship every two turns or two ships every build phase while accumulating money, the gunship however is the most expensive stock ship and is an outlier, most ships cost >300Mc (the fleet carrier is a little more) but the difference between larger ships and smaller ships is extreme. also "civvie" ships like tankers should cost less, maybe cargo ships can repair damage too? just throwing that out thereI assume game start would have players each owning a sector, or part of a sector (had a list of every faction in the game and what they owned, need to find that I don't think there is any such list). They would have a certain amount of starting budget, which they could freely spend on ships. thats good enough althoug I would suggest a Gc for larger (>150Mc) ships and 200Mc for smaller (<150Mc) ships, if you wanna start with the same amount of kit for each playerAlso, there's no rules for game end yet. Again, nothing is definitive so far, but one thing that could work is if a player controls X sectors for Y turns, the game ends. We could also tally the fleets/money of each player once the game has ended. CDE has total war, I think the game should end when all but one player has surrendered or been fully defeated
Ships : Ah, that makes sense. Income : Yeah, there's some tuning to be done here. About civilian ships, there could be a slight discount for civilian ships, but I'm not sure about repairing outside of a yard - you don't just patch a Whipple shield and internal armour, you swap the whole thing out. Start/End conditions : The game mentions which factions control which bodies in their descriptions, and I had done a list with that, but I can't find it anymore. Oh well. Splitting the starting budget between large and small ships is a great idea, should make the starting fleets a little more even (instead of Gunship/Carrier spam). Fight until surrender/defeat could also work, I'm assuming people will play fair and admit defeat at some point.
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Post by Enderminion on May 20, 2017 20:08:24 GMT
So our attempt to implement multiplayer is to essentially turn it into a DnD style game using CDE as the way to settle fights? Awesome. Also wazzledazzle you don't have comments enabled on the docs. Hah, that's basically it. Also yep, my bad on the docs. Should be enabled now. Ships : Ah, that makes sense. Income : Yeah, there's some tuning to be done here. About civilian ships, there could be a slight discount for civilian ships, but I'm not sure about repairing outside of a yard - you don't just patch a Whipple shield and internal armour, you swap the whole thing out. Start/End conditions : The game mentions which factions control which bodies in their descriptions, and I had done a list with that, but I can't find it anymore. Oh well. Splitting the starting budget between large and small ships is a great idea, should make the starting fleets a little more even (instead of Gunship/Carrier spam). Fight until surrender/defeat could also work, I'm assuming people will play fair and admit defeat at some point. Or play dirty and drop nukes on planets when defeatedmaybe have a medium catagory for ships between 60 and 150Mc as well, maybe, but these pools would be only for the start of the game, and a max that you can keep after the start for each catagory would be nice. looking through infolinks I can't find a complete list but Jupider is contested, Saturan and Uranus are NP although RFP owns a few a Uranus' moons, Neptune and the Kuiper Belt, Mars Luna LEO are owned by RFP and all factions own parts of the belt, mercury has USTA presence and Venus is unmentioned
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Post by kuriosly on May 20, 2017 23:35:54 GMT
I'm game fyi
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Post by samchiu2000 on May 21, 2017 1:21:08 GMT
Only stock ship is allowed? BTW I really wanna join but exam is coming...
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Post by Enderminion on May 21, 2017 1:39:45 GMT
Only stock ship is allowed? BTW I really wanna join but exam is coming... yes only stock ships
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Post by samchiu2000 on May 21, 2017 8:38:53 GMT
Also, how the fuel point will be calculated? For example, a ship with 4 km/s DV (which is between 1 and 2 point fuel point as 3 km/s DV=1 point) has how many fuel point?
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Post by Enderminion on May 21, 2017 14:42:24 GMT
Also, how the fuel point will be calculated? For example, a ship with 4 km/s DV (which is between 1 and 2 point fuel point as 3 km/s DV=1 point) has how many fuel point? I believe my idea of a point for every 2kt over 4kt was accepted (nobody said no) with a minimum of two
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Post by Argopeilacos on May 21, 2017 20:14:40 GMT
Are fights supposed to end when all of a factions's ships are disabled/destroyed? What if both parties end up out of delta-v for exemple? Also, did you consider the possibility to capture "disrupted" ships?
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