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Re: Is Maintenance Too High?

Whitecold, these special turns are only for population incomes, so IU, FT leasing, and CC incomes are unaffected and pay out their normal amounts every turn, part of why I'm not thinking of reducing maintenance further. (Interest is lower but it still pays out every turn). As for running in the red,...
by SCC
on Thu 17 Aug 2017 02:49
 
Forum: Solar Starfire
Topic: Is Maintenance Too High?
Replies: 15
Views: 158

Re: In Soviet Russia Planet Tractors

Ah, I thought you were saying that as there's no rule that says they can, that means they can't; this seems to break down a bit with ships and other large units, I can't remember or find a rule about regular Bases not mounting engines as an example.
by SCC
on Wed 16 Aug 2017 23:19
 
Forum: Solar Starfire
Topic: In Soviet Russia Planet Tractors
Replies: 4
Views: 28

Re: In Soviet Russia Planet Tractors

More or less the topic: What happens if a (PDC on a) planet tries to tractor you? As far as I'm aware the Golden Rules doesn't prevent PDC's from mounting tractor beams, That's not how the golden rule works. It literally goes "if it does not say that you can, then you cannot." That's true...
by SCC
on Wed 16 Aug 2017 19:09
 
Forum: Solar Starfire
Topic: In Soviet Russia Planet Tractors
Replies: 4
Views: 28

In Soviet Russia Planet Tractors

More or less the topic: What happens if a (PDC on a) planet tries to tractor you? As far as I'm aware the Golden Rules doesn't prevent PDC's from mounting tractor beams, so they can mount them, and they can (try) to use them, but what happens if it succeeds? I'm guessing that you move one hex toward...
by SCC
on Wed 16 Aug 2017 03:58
 
Forum: Solar Starfire
Topic: In Soviet Russia Planet Tractors
Replies: 4
Views: 28

Re: Is Maintenance Too High?

I thought process here was to both better simulate reality and keep fleet sizes under control drop population based income back to occurring only once a year, on months ending in 1, and population growth to 3% on months ending in 0. All other income would be left alone. That was when I realized that...
by SCC
on Wed 16 Aug 2017 01:32
 
Forum: Solar Starfire
Topic: Is Maintenance Too High?
Replies: 15
Views: 158

Re: Is Maintenance Too High?

Interstellar states in Starfire seem to devolve a lot of power to their planetary members, and the Players only deal with foreign affairs, the military, research, and colonization and not other maters like agriculture, justice and internal trade. It just feels that way because we abstract those are...
by SCC
on Sun 13 Aug 2017 14:17
 
Forum: Solar Starfire
Topic: Is Maintenance Too High?
Replies: 15
Views: 158

Re: Scenario 1. No Love for the Sciences

Artifact of the rules, in QSR L.01 doesn't exist, which changes things a LOT. What? In the QSR (part 1 or combined rules) Laser Beam description sentence two. "As light is magnetically neutral Laser Beams ignore (skip) all shields on the target, doing damage to the next system in line." L...
by SCC
on Sat 12 Aug 2017 21:01
 
Forum: [SDS] QSR Campaign
Topic: Scenario 1. No Love for the Sciences
Replies: 22
Views: 2545

Re: Is Maintenance Too High?

Cralis, I was pushing around ideas for decompressing by dropping tax income back to annual, that is every tenth turn, to make things a bit more real and to keep fleet numbers under control, when I noticed that under that a ship will cost 150% of it's list cost to maintain over the course of a year....
by SCC
on Sat 12 Aug 2017 20:56
 
Forum: Solar Starfire
Topic: Is Maintenance Too High?
Replies: 15
Views: 158

Re: Scenario 1. No Love for the Sciences

Sorry for not getting around to responding to this until now. This scenario ended up not gamed out. The boy opted for 'run right now' instead of fight or try to scan. My wife agreed and said she would do the same. But they both mentioned that in a 'real campaign - they would have had the Sungold mee...
by SCC
on Sat 12 Aug 2017 00:12
 
Forum: [SDS] QSR Campaign
Topic: Scenario 1. No Love for the Sciences
Replies: 22
Views: 2545

Re: Quick Start Rules -- Questions and Updates

Now you're dealing with the full set of rules. According to rule AA7, every launcher stores 10 tactical turns worth of ammunition inside of the launcher ... an internal magazine. Since R only have a Rate of Fire (ROF) of 1, then it stores 10 R munitions internally. Since there are 8 R, that means y...
by SCC
on Fri 11 Aug 2017 21:24
 
Forum: Solar Starfire
Topic: Quick Start Rules -- Questions and Updates
Replies: 48
Views: 13121
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