Pre-SysNES2: Beta-testing and Submission

I would like to start out in a Temperate Plains area.
 
The Csserians would prefer Mountains (warm)
 
This will only have vague bearing on what you start out with and you can take the same thing as other people if you think it fits better. Its for narrative and population movement purposes.
 
You're not agriculturalists!

Fine, Temperate Woods.

Yesh, but I do build cities.

How the heck am I supposed to build a large city and feed its population on a warm mountain or a forest? :p
 
Seon, you're blithely accepting that we can fuse atoms and build massive skyscraper-sized spaceships but somehow don't have the technology to feed people that live on mountains? Okay. :p

Two things for dis: Could you address my spaceport question on the last page, and since most ships are giant floating power stations, don't you think there should be a power-draining ship component that charges smaller ships' capacitors?

Standard Confederacy Spaceship Aesthetics:

The Confederate Fleet, such as it was, was a combination of outdated military surplus, captured pirate ships, and commandeered merchant vessels, which were subsequently stripped for parts in a dozen different town-workshops in the foothills of Standard and combined into new ships. This gives the resulting ships a sort of clever asymmetry, and often multiple redundant systems, which ended up being a net positive in space combat.

The ships are not graceful or streamlined, with bulky components strapped on and patched together. The ships as a result have an angular, compact design, protective and dangerous looking but not pretty.
 
Seems like that's weighted in favor of capital ships; doesn't really make sense if a 50e ship and a 500e ship get repaired at the same pace; or if the shipyard is only operating at partial capacity then it should be allowed to repair multiple small ships.

To game this out, if Player 1 has a 50% damaged ship worth 500e, and Player 2 has 10 50% damaged ships worth 50e each, Player 1 is given the advantage just because he built bigger.

Yes.

OTH The fleet of smalls can have some of its ships repair planetside, and has all the operational flexibility lots of small ships allow.

and since most ships are giant floating power stations, don't you think there should be a power-draining ship component that charges smaller ships' capacitors?

I considered it - would make capacitors too good (especially as every big laser ship would have massive surplus power). Plus you're making the classic trek fallacy that all energy using technologies are fungible. Something designed for peak load output with lasers or to keep a ships lights running is hardly going to help with pushing energy into capacitors, its going to need some sort of transformer infrastructure (which I have decreed is to big to fit in any ship :p).
 
Mountains (Chill) por favor
 
I'm fine with anything, although I'd pictured a world that was smallish, rocky, semi-arid containing light vegetation. Any mixture of Mountains (Warm), Mountains (Chill), Woods (Temperate), Forests (Chill), Savannah (Warm), Plains (Temperate), Tundra (Chill), and Low Gravity is fine by me. :D
 
Assuming I would be allowed 57e to refine the Seagull, here is a potentially interesting fleet to test out:

MFS Queen Bee: 1x for 165e

4x Manifold Drive
6x Basic Fusion Core
1x Deuterium Drive
3x Light Sail
1x Recyclers
1x Hibernation Pods
1x Supply Station
11x Internal Hangers
1x Command Deck
1x Command Staff
1x Scanner
1x Jammer
1x Ice Sink

MFS Seagull: 14x for 266e

1x Deuterium Drive
1x Pulse Drive
1x Intrusion Unit
3x Space Marines

For a grand total of 488e. Standard tactics would entail having the Queen Bee jump in-system, then releasing the swarm of Seagulls and maintaining position to avoid getting hit non-stop by her rather horrendous Dodge (-27 I believe) despite having size 122.
 
The # of buildings allowed is per habitat slot, right?

Oh, and structural refinement looks expensive. Will there be additional benefits to refinement beyond reduced e cost for further structures?
 
It would seem that the Space Marines, like the Command Staff, are a highly specialized unit requiring special training, so don't you think that component should probably require t? (Rather than Space Marines being a spammable component they should be a relatively strong and difficult to acquire one.)

Are Interceptors supposed to give Missile Defense?
 
It would seem that the Space Marines, like the Command Staff, are a highly specialized unit requiring special training, so don't you think that component should probably require t? (Rather than Space Marines being a spammable component they should be a relatively strong and difficult to acquire one.)

Marine companies are highly trained yes, but they ain't officer-class or globally renowed experts in their fields, which is what talents are. People are throwing in Command Decks and Command Staffs to any old things like they are candy, but talents are going to be valuable.

The # of buildings allowed is per habitat slot, right?

Oh, and structural refinement looks expensive. Will there be additional benefits to refinement beyond reduced e cost for further structures?

# is always 'number of' in all DisWorks(tm) entertainment products.

No additional benefits beyond the e. It's useful though as the savings do mount up - you have to ask yourself how many of the things your gameplan/roleplay will entail down the line.

You can also refine a building, and then try and turn an e profit by using Engineer specialists to build those buildings for other people at a cost lower than they could do it for themselves, but higher than your operating cost. There may also be Engineer specialist NPCs you can try and hire.

Refinement templates for buildings and ship components will be one of the things you can discover when archeologising Ruins. Some players will have a building or two refined at the start of the NES, to add variety to the starting environment.

For a grand total of 488e. Standard tactics would entail having the Queen Bee jump in-system, then releasing the swarm of Seagulls and maintaining position to avoid getting hit non-stop by her rather horrendous Dodge (-27 I believe) despite having size 122.

This is a valid tactic against short range ships, where the seagulls could engage before the mothership is engaged, but against long range ships you'd have to park the Queen Bee in the planet next door and then launch a seagull assault on the following year.

I'm fine with anything, although I'd pictured a world that was smallish, rocky, semi-arid containing light vegetation. Any mixture of Mountains (Warm), Mountains (Chill), Woods (Temperate), Forests (Chill), Savannah (Warm), Plains (Temperate), Tundra (Chill), and Low Gravity is fine by me. :D

Pick ONE most favouritist one :mad:
 
I'm just concerned about cheap fast ships getting an easy drop on expensive capital ships and effortlessly boarding. Maaaaybe there should be anti-boarding components?

Adding 3+ Space Marines does the job reasonably well.
 
Are Interceptors supposed to give Missile Defense?

No they roll to hit other missiles whilst they are in flight - when using the calculator with interceptors roll the interceptors first (ints are the same as the parent ships, enemy missiles have dodge equal to their propulsion - your propulsion), and for each success deduct 1 missile for the enemy's attempt to make a bombardment that combat step.

interceptors are different from missile defence since you can try to intercept missiles that are aimed at other ships.

You can also use interceptors against enemy ships directly if your in a pinch ;).
 
Since you need an intrusion unit to initiate boarding, what's the point of jetpacks and grapplers? (especially when 5 space marines can do the job much better than 1 space marine + addons)

Will hydroponics have multipliers for f production (like icy moon > magma rock) or will it be a flat f rate?
 
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