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Post by fallen on Sept 5, 2017 21:35:01 GMT -5
You know us too well But by the torps, we say each of those seriously
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Post by contributor on Sept 20, 2017 12:53:41 GMT -5
What help do you guys need with the wiki? I'm not very savvy on the game yet but I will work on what I can. Once the Lore PDF is out (it's not out yet right?), it would better if the community could work on getting that content into the wiki rather than you guys. I'm sure you have more important things to do.
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Post by fallen on Sept 20, 2017 12:59:34 GMT -5
We need all sorts of help on the wiki. Lots of content is being generated automatically, but that is basically only going to be data tables (weapons, ships, jobs, talents, content types, blah blah). All the editorial, guide, suggestions, rules have been documented there. We've been trying to build it out as we go, but ... its a huge game Any help appreciated. Pick a topic (Spy/Blocade/Patrol/Explore?) and add pages and write a few sentences, drop in a screenhot -- anything like that is hugely helpful. Start a guide section, describe the turn rules of ship combat ... there is just so much missing!
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Post by contributor on Sept 24, 2017 11:03:10 GMT -5
I want to work on an article on trading and maybe clear up the article on the trade permit but I want to make sure I've got things right first.
First thing, this is a little bit anal, but can we change the title of the article from "Trading Permit" to "Trade Permit." That is the exact name it is called in the game and will help with consistency and search later on.
So about legality. If I understand it correctly. Legality and permits are not actually related. Legality relates to the trade law of the zone and what can or cannot be traded there regardless of permits. It is not as if getting a permit level 4 makes a 6 legal good able to be sold on a 7 trade law planet right?
My thought is to have legality and it's dynamics spelled out within the article on trading and not make it a separate article as there would be too much duplication and unnecessary linkage.
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Post by contributor on Sept 24, 2017 11:20:35 GMT -5
Also what is the effect of the economy rating of planet on trading?
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Post by fallen on Sept 24, 2017 11:55:39 GMT -5
I want to work on an article on trading and maybe clear up the article on the trade permit but I want to make sure I've got things right first. First thing, this is a little bit anal, but can we change the title of the article from "Trading Permit" to "Trade Permit." That is the exact name it is called in the game and will help with consistency and search later on. So about legality. If I understand it correctly. Legality and permits are not actually related. Legality relates to the trade law of the zone and what can or cannot be traded there regardless of permits. It is not as if getting a permit level 4 makes a 6 legal good able to be sold on a 7 trade law planet right? My thought is to have legality and it's dynamics spelled out within the article on trading and not make it a separate article as there would be too much duplication and unnecessary linkage. contributor - moved page, thanks for that. Legality and Trade Law both restrict what you can trade, but they do not interact directly. Trade Permits does not reduce or increase legality. The Prince sets his own planetary trade law. Perhaps an article on trading would be better, as it can contain both concepts without need for duplication?
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Post by contributor on Sept 24, 2017 12:00:23 GMT -5
I'm working on that article now. Legality and Permits will be a sub-heading. Hopefully I can make it simple.
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Post by contributor on Sept 24, 2017 12:01:14 GMT -5
I think though that there is still a good reason to have a separate Trade Permit article though. They can cross link. I just don't know if we need a third Legality article.
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Post by contributor on Sept 24, 2017 12:02:35 GMT -5
Also I think the Trade Permit article is a little confused. I will try and clean that up.
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Post by fallen on Sept 24, 2017 12:05:54 GMT -5
Also I think the Trade Permit article is a little confused. I will try and clean that up. I did not write it. It definitely needs a complete rewrite.
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Post by contributor on Sept 24, 2017 12:34:16 GMT -5
FYI, the link on the main page is still to "Trading Permit"
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Post by fallen on Sept 24, 2017 14:21:21 GMT -5
thx fixed
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Post by contributor on Sept 26, 2017 3:35:28 GMT -5
Is it possible to move the contact services article under the contacts article? It seems like it would be best placed there, but I don't know if that would break all the links, or if we would still be able to link directly to it as a sub heading. It's just a thought though, do what you think is best.
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Post by Sinocelt on Oct 5, 2017 15:50:25 GMT -5
If someone could develop the Attributes page, it would be swell. Someone other than me, because I created different characters to try to determine how Fortitude and Strength contribute to Health, and all I could determine is that 1. The minimum HP is 120 (and the minimum MP is 100). 2. You need more than a certain Fortitude/Strength number to get more than 120 HP (14/14, 15/15, 16/15, 20/8 give the same 120 HP). 3. You can't just multiply Fortitude/Strength to generate the HP number (maybe Fortitude and Strength give, not absolute bonuses to HP, but % bonuses to base HP, which would make HP harder to calculate).
More importantly, I'd like to know how Attributes contribute to some "routine" rolls (such as routine Intimidation or Doctor checks). And while we're at it, I'd like to know if low Morale gives a penalty to dice rolls.
I could also mention that, for diplomatic missions, you either roll Charisma+Negotiation or have a choice between 1. Wisdom+Negotiation 2. Charisma+Command 3. Resilience+Intimidation
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Post by fallen on Oct 5, 2017 17:27:13 GMT -5
Sounds great - added a Hit Points article and filled in the Death Chance article.
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