Pre-SysNES2: Beta-testing and Submission

Worse internet than I expected. On phone.

Have things written up online. Most things to do with behavior of 0 size and/or mass ships. IP, IS, dodge, hangar space, slave charm.

Another thing I remember actually: beam sails description say they boost dodge.
 
Worse internet than I expected. On phone.

Have things written up online. Most things to do with behavior of 0 size and/or mass ships. IP, IS, dodge, hangar space, slave charm.

Another thing I remember actually: beam sails description say they boost dodge.

Zero ships are disallowed and you should feel dumb for suggesting such.
They do, but only in battle when pushed, thus the base stats the ship designer includes doesn't display them.
 
They do, but only in battle when pushed, thus the base stats the ship designer includes doesn't display them.

Oh cool, you changed that :D. Rest of what I had typed up:


What are the benefits/drawbacks of reinvesting s then (if reinvesting e can improve the PSSR just as well)? Apart from the angle of ICness, of course.

What would a good Yan s reinvestment rate be? I’m guessing higher than normal, say, 35%?

Can anything (buildings, planetary installations, ships) be scrapped to recover part of their resource cost by any chance?

Is there any kind of mechanic in place for reverse engineering ship designs from captured ships with some resource investment? (or any way to get rid of the maluses I mean)


Yan has 10 data shares instead of 8. (due to readjustments to stuff and such)

Many of the ships on the fleet upkeep page are now wrong since Fusion Busters do 30 :/.

I like the new army designer. Looks nice.


And:
This question was answered on #nes, and thus I'm not entirely sure of the answer: pushing ships lets them go past their natural limits (IP/dodge), correct?
 
It increases your accruing of development vs spending that s on other things. I would have thought that was obvious.
No.
No.
Now you don't - enjoy.
Yes.
Yes.

Oh cool, you changed that :D. Rest of what I had typed up:


What are the benefits/drawbacks of reinvesting s then (if reinvesting e can improve the PSSR just as well)? Apart from the angle of ICness, of course.

What would a good Yan s reinvestment rate be? I’m guessing higher than normal, say, 35%?

Can anything (buildings, planetary installations, ships) be scrapped to recover part of their resource cost by any chance?

Is there any kind of mechanic in place for reverse engineering ship designs from captured ships with some resource investment? (or any way to get rid of the maluses I mean)


Yan has 10 data shares instead of 8. (due to readjustments to stuff and such)

Many of the ships on the fleet upkeep page are now wrong since Fusion Busters do 30 :/.

I like the new army designer. Looks nice.


And:
This question was answered on #nes, and thus I'm not entirely sure of the answer: pushing ships lets them go past their natural limits (IP/dodge), correct?
 
Copy-paste flood continues.

Glitches

RNA Processors currently increase, rather than decrease, power demand.

Pacify in the Army Calculator cannot handle multiple levels of Police Training.


Questions

Engagement.
What IFs can counter-engagement orders process. What I’ve seen explicitly listed is “IF a specified ship tries to join a specified close-range instance” and “IF a general, non-specified, ship tries to flee the battle”. What about
Spoiler :

“IF a general, non-specified, ship tries to join a specified close-range instance” (e.g: if anyone tries to engage my command ship)
“IF a specified ship tries to join a general, non-specified, close-range instance” (e.g: if their one fast fighter tries to close in with any of my ships)
“IF a specified ship tries to join any of several specified close-range instances” (e.g: if their one fast fighter tries to close in with any of my support ships)
“IF a specified ship tries to flee a specified close-range instance” (e.g: if their command ship tries to flee the amalgam of various ships crowded into their command ship’s close-range instance)
“IF a general, non-specified, ship tries to flee a specified close-range instance” (e.g: if anyone tries to flee the amalgam of various ships crowded into their command ship’s close-range instance)


Ships A and B are allied, with IPs of 10,1, respectively. Ships Y and Z are allied, with IPs of 1,100, respectively.
Setting: Ships A, Y, Z, all in separate close-range instances. Ship A is ordered to standard engage Ship Y. Ship Z is ordered to standard engage Ship A. What is the end result?

Setting: Ships A, Z in a close-range instance, Ship Y in another. Ship Z is ordered to flee to long-range. Ship A finds itself in a close-range instance at the start of the round, and engagements occur simultaneously. Can Ship A be ordered things it can only do from the long-range instance (engaging ship Y, fleeing the battle), predicting that Ship Z will flee?

Bluntly to the point: I have 10 Ships A (10 IP; fast), the opponent has 50 Ships Y (1 IP; slow). How many Ships Z (100 IP; very fast) does he need to make sure I can’t engage any of his Ships Y. 10 (one per each one of my ships), 50 (one per each one of his ships), or ~10^17 (one per each combination of my Ships A engaging his Ships Y). Logically (to me) it seems it should be 10, the manual makes it absolutely clear it’s at most ~10^17, but doesn't specify which of the three options it is.



Many ship stats change with tech in the designer. Upon tech advance, can ships be upgraded to the new stats in the same way they are upon component-refining (1 repair action), or are they automatically upgraded?

Pervert Comms EW action. It can only be performed on a ship with Commlinks, y?

[dumb question redacted]

First of all, are armies allowed to end the year in enemy territory?

Can an infantry army with drop pods Stealth Move from orbit into the region below?

[dumb questions not redacted]
Can armies in an enemy-populated province remain stealthed into the following year, or are they automatically revealed. Via a “find temporary base of operations” Stealth Mission or such if needed?

What army attributes can be added while armies are in enemy territory? None? Experience+Training only if supplies are unavailable? Everything else if a supply line is present?

Another thing I never asked: ship A has 300 IP, ship B has 3 IP, they belong to the same faction. Can ship A decide to arrive in the same group as ship B (either by choosing to travel slower than its stated IP, or by leaving later)? Awfully minor add-on: do ships provide fleet int during travel?
In general, can you have ships delay their travel (until after a battle being the simplest example)?

Opinions
[dumb opinions redacted]


(why are there so many tempting options available. too many to use a coinflip to decide even)
 
Yes.
Will Fix.
Answered the engagement poop before.
Repair action, you will not get money back. The ship stat line will be held independently till upgraded
Yes
If by enemy territory you mean regions you don't own yes, if you mean ones already occupied by armies they have to be stealthed.
Yes, once stealthed they are hidden till an opposing army succeeds a detect check, or they try and fail to do an action of some sort. If the army looking for them exhausts all its actions they will stay hidden. The other player might not even know about your army if you succeed in every stealth check from the drop action onwards! (The trick is do do the very obvious drop action with two armies, one highly visible and one that hides, the opponent will know drops occurred, but won't be informed multiple armies dropped right away.)
None, though they may get gifted guerrilla
yes, yes, and yes
roll a dice?

Copy-paste flood continues.

Glitches

RNA Processors currently increase, rather than decrease, power demand.

Pacify in the Army Calculator cannot handle multiple levels of Police Training.


Questions

Engagement.
What IFs can counter-engagement orders process. What I’ve seen explicitly listed is “IF a specified ship tries to join a specified close-range instance” and “IF a general, non-specified, ship tries to flee the battle”. What about
Spoiler :

“IF a general, non-specified, ship tries to join a specified close-range instance” (e.g: if anyone tries to engage my command ship)
“IF a specified ship tries to join a general, non-specified, close-range instance” (e.g: if their one fast fighter tries to close in with any of my ships)
“IF a specified ship tries to join any of several specified close-range instances” (e.g: if their one fast fighter tries to close in with any of my support ships)
“IF a specified ship tries to flee a specified close-range instance” (e.g: if their command ship tries to flee the amalgam of various ships crowded into their command ship’s close-range instance)
“IF a general, non-specified, ship tries to flee a specified close-range instance” (e.g: if anyone tries to flee the amalgam of various ships crowded into their command ship’s close-range instance)


Ships A and B are allied, with IPs of 10,1, respectively. Ships Y and Z are allied, with IPs of 1,100, respectively.
Setting: Ships A, Y, Z, all in separate close-range instances. Ship A is ordered to standard engage Ship Y. Ship Z is ordered to standard engage Ship A. What is the end result?

Setting: Ships A, Z in a close-range instance, Ship Y in another. Ship Z is ordered to flee to long-range. Ship A finds itself in a close-range instance at the start of the round, and engagements occur simultaneously. Can Ship A be ordered things it can only do from the long-range instance (engaging ship Y, fleeing the battle), predicting that Ship Z will flee?

Bluntly to the point: I have 10 Ships A (10 IP; fast), the opponent has 50 Ships Y (1 IP; slow). How many Ships Z (100 IP; very fast) does he need to make sure I can’t engage any of his Ships Y. 10 (one per each one of my ships), 50 (one per each one of his ships), or ~10^17 (one per each combination of my Ships A engaging his Ships Y). Logically (to me) it seems it should be 10, the manual makes it absolutely clear it’s at most ~10^17, but doesn't specify which of the three options it is.



Many ship stats change with tech in the designer. Upon tech advance, can ships be upgraded to the new stats in the same way they are upon component-refining (1 repair action), or are they automatically upgraded?

Pervert Comms EW action. It can only be performed on a ship with Commlinks, y?

[dumb question redacted]

First of all, are armies allowed to end the year in enemy territory?

Can an infantry army with drop pods Stealth Move from orbit into the region below?

[dumb questions not redacted]
Can armies in an enemy-populated province remain stealthed into the following year, or are they automatically revealed. Via a “find temporary base of operations” Stealth Mission or such if needed?

What army attributes can be added while armies are in enemy territory? None? Experience+Training only if supplies are unavailable? Everything else if a supply line is present?

Another thing I never asked: ship A has 300 IP, ship B has 3 IP, they belong to the same faction. Can ship A decide to arrive in the same group as ship B (either by choosing to travel slower than its stated IP, or by leaving later)? Awfully minor add-on: do ships provide fleet int during travel?
In general, can you have ships delay their travel (until after a battle being the simplest example)?

Opinions
[dumb opinions redacted]


(why are there so many tempting options available. too many to use a coinflip to decide even)
 
Short-range IS travel. It takes "1 year". When do ships arrive at their destination; the same year they leave?

Rather, when can they take actions like pick up specialists, drop off armies, exchange cargo? Judging from Update 1, it's the same year they leave?

Since ships and armies are available the turn they're built, that means you can build an army, build a ship, take a short-range IS jump, engage in ship combat, drop off army, engage in army combat, all within the same year?
 
The Disciples

Aggressive (-1)
Advancer (+6)
Superior Genetics (+2)
+1 to Biotech (+1)
Resistant to Radiation (+2)
Hate Oceans/Water (-1)
Xenophobic (-5)
Martial (+3)

Values: Faith/Power

HE brought up The Disciples from the common man. HE molded them in HIS image. HE tasked them with continuing HIS sacred will. [a minor, wealthy, trading society became infatuated with modifying the human genome as a way to show off their wealth and superiority]

The Angels sought to exterminate HIS people. They attacked with tools of LIGHT. They struck down the third part of HIS people, and all of their children. [their increasing hubris eventually led them to conflict with a technologically superior state, which quickly destroyed or otherwise incapacitated their fleet and seized their vassals and colonies]

HE provided HIS people with refuge. HE gave them a planet bathed in HIS own blood, so that they might grow and prosper. HE promised them ultimate victory over The Angels. [with no victory in sight, the upper caste fled the sector in a damaged worldship, finally arriving on a heavily irradiated planet. further biological modification was their solution]

And now HE has given them the sign. The sign to set forth and reshape all humanity in HIS image. [decades of isolation and xenophobia combined with radiation damage and their extended lifespan have resulted in a moderate case of mass insanity]
 
The Monumentalists

(+1) Ascetic
(+2) Architects
(+2) Edifice Complex
(+2) Entertainers
(+2) Gregarious
(-1) Hate Low Gravity
(-2) Horrible Start
(+1) Start with Republic
(-2) Vulnerable to Radiation
(+2) Welcoming

Values: Freedom, Society

The universe is hostile. Existence is fleeting. To find meaning in life is to establish fortresses of civility and frivolity, secure from the unthinking whims of the universe. In these grand meeting places the people, regardless of creed or origin or beliefs, shall congregate and throng and dance and drink their fill of the effervescence of life.

The intangible essence of life shall be revealed in the laughter echoing eternally among the great halls, and beneath them the interplay of the many shall become as one.
 
The Evanescent

(+5) Affinity for Reaction Drives
(+3) Fluid Mechanics
(+3) Tech Field +2: Propulsion
(+3) Understanding of the Transcendent Physics of Manifold Drives
(-2) Vulnerable to: Thick Atmosphere
(-5) Xenophobic

Values: Power/Discovery

Space: vast, mysterious, and full of wealth. The civilizations of humanspace send their trade across it without thought. Well, space doesn't care about them, so it lets them pass. But we can give space a little hand in teaching the planetbound a lesson in humility.

Who knows what wonders—what horrors—lurk in orbit around those myriad pinpricks of light? You'd have to go there to find out. We have, we will, and we will take what we want—one way or another.
 
The Yggdrasil Collective

(+3) Ecopoetic
(+2) Superior Genetics
(+2) Hive
(+2) Warrior Society
(+2) Militant
(+3) Tech Field +2: Biotech
(-5) Xenophobic
(-2) Vulnerable To: Radiation

Values: Power/Harmony

Humans are Destroyers. We, the Yggdrasil Collective, have evolved beyond humanity. We are now the stewards, the expression of the consciousness of life. Pheromones are our language, and we link with the roots of the land to learn. But one world is not enough. Life must be all, and all must be life. We will spread the roots of the Tree until all minds are one. And then the Universe itself will be the organism.
 
The Mercenaries

(-1) Aggressive
(+1) Ascetic
(-2) Inflexible
(-2) Insular
(-2) Horrible Start
(+3) Martial
(+2) Medics & Mendicants
(+2) Militant
(+1) Start with: Hierarchic
(+3) Tech Field +2: Weapons
(+2) Warrior Society

Values: Imperial/Power

"Gentlemen, I so love war. I love holocaust. I love blitzkrieg. I love onslaught. I love defense. I love besiegement. I love breakthrough. I love retreat. I love mop-up. I love withdrawal. On the plains, in the streets, in the trenches, on the prairies, on the tundra, in the desert, on the sea, in the sky, in the mud, in the swamp. I cherish each and every way war can be waged on this earth. [...] Gentlemen. I wish to see a war worthy of one in Hell itself."
 
The Highers

(+6) Advancer
(+6) Cyberorganized
(-2) Insular
(+2) Superior Genetics
(-5) Xenophobic

Values: Society/Wealth

The baseline trash that fills the cosmos is doomed to fulfill its own destruction. Engaging in entangling trade with such filth is to pollute one's essence. Purity of excellence shall come through superior stand-alone development and the survival of the fittest. Manipulate the pathetic outsiders as necessary, but never forget the mantra: explore, expand, exploit, exterminate.
 
The Farm

(+2) Conservative
(+2) Gregarious
(-1) Hate: Oceans
(+2) Hive
(-2) Inflexible
(+2) Militant
(+1) Start with: Planned
(+1) Start with: Authoritarian

Values: Harmony/Society

RISE COMRADES
 
So I was reminiscing about this game and how much better it is than Eve Online in an Eve Online chatroom, and I caught a few people's attention, and now they're asking me to run a SysNES for them.
 
Here or there?
 
Top Bottom