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Post by Deleted on Mar 24, 2016 15:02:33 GMT -5
that make sense in a way Brutus Aurelius. Why have the military rank if it's just for access to the ship yard. Perhaps during a Solar War is when you could act like a full military ship and do the enforcing\confiscating. It would be like the faction called in the reserves (you) to help out. In ST even though you're just a single star trader, you get a bonus for acting like a warship when you take action against the other side. Yeah kind of like your faction government issues you letters of marque letting you become a privateer so you can legally stop enemy ships and seize their cargo.
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chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
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Post by chronic on Mar 24, 2016 15:14:16 GMT -5
that make sense in a way Brutus Aurelius. Why have the military rank if it's just for access to the ship yard. Perhaps during a Solar War is when you could act like a full military ship and do the enforcing\confiscating. It would be like the faction called in the reserves (you) to help out. In ST even though you're just a single star trader, you get a bonus for acting like a warship when you take action against the other side. Yeah kind of like your faction government issues you letters of marque letting you become a privateer so you can legally stop enemy ships and seize their cargo. Have this be a high rep purchasable item; something like a trade agreement. I really like this idea.
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Post by Cory Trese on Mar 24, 2016 15:16:05 GMT -5
I check ST RPG ... Rank factors into over 185 different rules. 1 of those 185 rules is access to the Military base. So why have military rank? for the other 184 rules
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Post by wascalwywabbit on Mar 24, 2016 15:20:05 GMT -5
I check ST RPG ... Rank factors into over 185 different rules. 1 of those 185 rules is access to the Military base. So why have military rank? for the other 184 rules Dear god! It's like the actual government, an impenetrable bureaucracy even for MOs!
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Post by ntsheep on Mar 24, 2016 15:25:00 GMT -5
I check ST RPG ... Rank factors into over 185 different rules. 1 of those 185 rules is access to the Military base. So why have military rank? for the other 184 rules
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Post by Cory Trese on Mar 24, 2016 15:25:18 GMT -5
As I said about, the combat preamble in ST2 will be much, much more advanced than ST RPG. ST RPG gives you two options -- surrender or fight. It fakes a third option, Acknowledge, by predicting that you won't be harmed by Surrendering.
ST2 will have a much more sophisticated pre-combat workflow. This makes space in the design for operating, under Conflict or Rumor, as a more official part of your Faction's military (even temporarily.)
That gives us a chance to add rules like forcing enemy Smugglers to surrender, inspecting Merchants, etc.
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Post by ntsheep on Mar 24, 2016 15:28:46 GMT -5
As I said about, the combat preamble in ST2 will be much, much more advanced than ST RPG. ST RPG gives you two options -- surrender or fight. It fakes a third option, Acknowledge, by predicting that you won't be harmed by Surrendering. ST2 will have a much more sophisticated pre-combat workflow. This makes space in the design for operating, under Conflict or Rumor, as a more official part of your Faction's military (even temporarily.) That gives us a chance to add rules like forcing enemy Smugglers to surrender, inspecting Merchants, etc.That's the kind of thing I've always wanted to do when I play a MO.
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Post by Cory Trese on Mar 24, 2016 15:30:12 GMT -5
One thing that ST RPG does not have is a "controlling Faction of current Quadrant" which makes it quiet a bit different than the segmented map of ST2.
The questions about "non-controlling military ships searching me" is changed dramatically by having Quadrants that are decided up among Factions.
Like ST 4X, we're going to focus more on green-red than specific Faction ownership on a tile-by-tile basis, instead doing the balance in the map generator at Quadrant level.
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Post by Brutus Aurelius on Mar 24, 2016 16:34:19 GMT -5
Cory Trese Controlling Faction would be the one that is the most powerful in that particular Quadrant, correct? I can't imagine they would outright control the while Quadrant, especially with other Faction settlements. Will there be any Independent Quadrants?
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chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
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Post by chronic on Mar 24, 2016 16:34:40 GMT -5
Something I was thinking while playing; would it be possible to have one sided versions of the current conflicts play out sometimes? That way you can do jobs without the rep gain mirrored in a rep loss by the other faction..
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Post by Cory Trese on Mar 24, 2016 16:37:24 GMT -5
Something I was thinking while playing; would it be possible to have one sided versions of the current conflicts play out sometimes? That way you can do jobs without the rep gain mirrored in a rep loss by the other faction.. Nope, not something that fits the game.
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Post by Cory Trese on Mar 24, 2016 16:38:18 GMT -5
Cory Trese Controlling Faction would be the one that is the most powerful in that particular Quadrant, correct? I can't imagine they would outright control the while Quadrant, especially with other Faction settlements. Will there be any Independent Quadrants? No, there won't be Independent Quadrants unless they are completely empty or Xeno wastes. The game will give "control" to the Faction that has the strongest economy in the Quadrant ... using the same rules at ST 4X with tie breaking going to Syndicates
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Post by xdesperado on Mar 24, 2016 17:43:53 GMT -5
Are planetary faction alignments going to be static like in ST or will they be dynamic so dedicated effort from player could see their favored faction/s controlling more planets as game progresses?
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Post by Cory Trese on Mar 24, 2016 17:56:31 GMT -5
Are planetary faction alignments going to be static like in ST or will they be dynamic so dedicated effort from player could see their favored faction/s controlling more planets as game progresses? Faction ownership will be static, as per Shalun Law (and following ST 4X.) Dedicated player effort will be able to make permanent changes to the economics, rulers, politics, etc of a Zone. Ultimately, the priorities in ST2 were set by the requests on ST RPG ... and a procedural, shared map system was requested far more often than the ability to change the Faction that owns Cadar Prime to De Valtos. We will be bringing the systems that allow players to control Conflicts and Rumors forward, so a dedicated player will be able to have considerable influence on the simulator. However ... the story of Star Traders RPG is the story of a single Star Trader, a Captain who's place in the caste system of the Faction dictates his or her role within the universe -- and that role is not conqueror or military leader. ST2 tells the personal story of the Captain, her Officers and Crew as they fight to survive in a hostile galaxy populated by powerful Factions and terrible threats like the Xeno and Narvidians. The biggest reason is the shared map system -- because the map will be shared between many games, each on different turns and story arches / campaigns building systems, zones or quadrants that change Faction ownership just isn't something we're able to afford on our budget.
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Post by Brutus Aurelius on Mar 24, 2016 18:09:28 GMT -5
Would shared Maps mean that you could have one Captain encounter another of your Captains? Say I stay in Orbit of Galantia Cross with Brutus Aurelius and leave him idling in 250AE. Would Irex Javat be able to encounter him if she enters Orbit of Galantia Cross in 250 AE?
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