tips for my system

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Elmer
Elmer
Mercury
Mercury
Brend
Brend

tips for my system

Post Elmer » Tue Aug 14, 2012 7:06 pm
Elmer
 
In advance of the coming military rules, I have started to design a system.
I would like some advice on what is clever and not. My system is for now noted in my personal namespace

Some notes:
My super weapon is now defined as a medium moon with the underworld special power. For logical reasons it has a type I atmosphere and natural life to support the atmosphere.

I have the idea that the jackpot special is overpowered relative to the other specials. for example: the Retrograde Axis Spin gives maximal 190 bonus (:metals), while the jackpot immediately a bonus provides of 200. So I am thinking of switching my Retrograde Axis Spin with a third jackpot.

I am planning to go for capital ships, (:conmats) and (:electronics)

I have not yet looked at power (:power), and maybe some production bonuses from my population (:pop) are wrongly calculated, But this is just a draft.
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Post Mercury » Fri Aug 17, 2012 7:08 pm
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Mercury
Storyteller
 
First off, I'd consider twice if Capital Ships are the way to go. You are scarcely the only player who plans to produce these already popular products.

Secondly, I'd consider making an extra special for The Cradle beyond Underworld. I think you could make something great out of this ^_^
Post Elmer » Fri Aug 17, 2012 8:45 pm
Elmer
 
I was already thinking of something like 'super hyperspace module' or 'moving moon' so the device is actually movable. Now it is fixed according to the rules, as there are no rules for moving moons yet as far I know.
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Post Brend » Sat Aug 18, 2012 3:23 pm
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Brend
 
There are no rules because it hasn't come up yet, and probably won't very often.

That being said. What kind of benefits would you like to see on moving a moon?
Post Elmer » Tue Aug 21, 2012 11:49 am
Elmer
 
I had a talk with chriz, and made some major updates to my system.
The focus is now a 6 set around the three crystal- and metal products.

And for the super-weapon special, an idea is to give it a planetary moving device-zone, making it movable 1 orbit per turn. And because it is a space station, it will keep its goldilocks orbit. This zone can be upgraded to a hyperspace-engine. Making the ship capable of interstellar travel. But this is for the (very) long run.

And maybe (story line relevant only) I will be able to channel all (:power) of my system to the Cradle, just once to make a one trip only hyperspace jump. I wont do it unless my system will be destroyed, but it is nice for the role play.
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Post Elmer » Tue Aug 28, 2012 1:16 pm
Elmer
 
I have discovered an issue for me with choosing the climates.
The vast majority ( 8 ) affects (:organics) in a negative way, 3 affects (:gas) , 2 affects (:metals), 2 affects (:rares) , 1 affects (:information), 1 affects (:crystals).

any climate affecting (:organics) negatively is useless for me, as is a climate affecting (:gas). Giving me only 6 climates to choose from. Given I need an improvement of my (:gas), (:information) and (:organics), and I don't like all the climate themes, only 2 out of 19 of the climates are viable for me. I don't know if this is intentional but I think this is a little few, given I am allowed to have 3 climates.

I will think of any other useful climates for my race.

A small note, I want to change the racial characteristics to crystal, metal, militaristic characteristic for my danar, and cyborg, metal, militaristic for my fecta, and have calculated the production values as such.
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Post Mercury » Sat Sep 01, 2012 4:42 pm
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Mercury
Storyteller
 
Did you come up with any new climates yet?
Post Elmer » Wed Sep 05, 2012 5:02 pm
Elmer
 
no not yet. I was lately more busy with my study.
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