Proposed rules update: Piracy Patrol

Design new game mechanics or propose new rules
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Chriz
Chriz

Proposed rules update: Piracy Patrol

Post Brend » Sat Jul 19, 2014 12:24 pm
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Brend
 
I want to propose an update to the Piracy Patrol rules. Changes have been marked in green and red.

Piracy Patrol
Available in all levels of activity

Piracy patrol keeps the pirates at bay by flexing your military muscle.
  • Reduces Piracy in the sector that the fleet is in and all the zones next to it any or all sectors next to it (the selection of neighbouring zones must be declared in the turn report)
  • Keeps the patrolled sectors free of Piracy for the next turn
  • The upkeep of the fleet is increased by +150 (:tax) per (:turn) while executing the operation


This means that it is possible to do a piracy patrol without sending your patrols into every neighbouring zone. This gives players some flexibility as to where they place their military fleets. For example, in the current piracy patrol discussion, the fact that the Praetorian Empire will send ships into sovereign territory is cited as a possible issue. However, due to the workings of the Piracy Patrol action, they have already been doing so for the past turns (see the image).

The solution is to give a little more control to the player in that they can limit the sectors that are scanned. This won't make scanning any cheaper, but it does make it easier to deploy.
Post Chriz » Sat Jul 19, 2014 4:13 pm
Chriz
 
Please call it sectors, not zones. This is very confusing.
Player of the Praetorian Empire
Post Brend » Sat Jul 19, 2014 4:23 pm
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Brend
 
Arf, I fail! You are correct! Fixing it immediately (it was wrong on the wiki as well -- Remco put it there like that).
Post Brend » Thu Jul 24, 2014 5:55 pm
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If there's no objections, I will update the rules in the weekend of 2-3 august.

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