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Post by Evil Spock on Sept 18, 2007 21:41:32 GMT -5
Yes that has been my view shalafi once control on the last ship in the game is lost the game ends properly and the capture is recorded. It is only if it is not the last ship in the game the controls go fluky when the owner tries to do something with a ship he does not know is captured. It should be one way or the other,... I sorta like Dflys ideal but pinning down the language is tough, I like the last ship can be captured if we can test it enough and ensure it works. Sure will encourage SD by the last ship in the game ! That will speed up battles alone Especially if the last ship is a base !! Gulp !!
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Post by Maximus Plasma on Sept 19, 2007 22:01:34 GMT -5
Well it sounds like it may be possible . Here is my thoughts on it' If you succeed in a capture and the sector assault shows that . Then we could straighten out, what happened {IE} crashes or however the battle ends. Damage may be a bit more difficult to resolve but that could be worked out also. The 1/6 chance thing may be a feasible solution. Personally i would think a Capitan knowing he failed his attempt at disengagement, would Self destruct before capture but those are just my feelings on it. The other idea, i would like some feedback on. Was my idea of minefields.
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Post by Lord Hellus, Council Chairman on Sept 19, 2007 22:52:56 GMT -5
Explosive idea
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Post by Evil Spock on Sept 20, 2007 11:31:39 GMT -5
Make up some rules on minefields for us, then and propose them to the crew for review, critique and modification.
Any game that ends in crashes is not acceptable for our gaming. It will result in arguments over guestimated damage amounts at a battle end.
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Post by Head Fur Shalafi on Sept 20, 2007 12:04:34 GMT -5
and even worse from the few times i've looked over the results... they vary WILDLY when the game does KA-PUT
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Post by Evil Spock on Sept 20, 2007 13:02:26 GMT -5
I don't believe that happens to the last ship in the game. Only that can be captured and then the game ends. Correctly.
We will test it.
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Post by Head Fur Shalafi on Sept 20, 2007 14:40:07 GMT -5
it works correctly when it's the last ship ;D also if there are multiple players you can capture EACH player's last ship... they just change sides lol
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Post by Evil Spock on Sept 20, 2007 15:14:18 GMT -5
That is what I thought but still I worry there is some d**n glitch we are missing. More testing !
Maybe we will be able to allow it ?
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Post by Head Fur Shalafi on Sept 20, 2007 15:43:01 GMT -5
after testing I'm pretty sure we'll be able to get it working
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Post by Evil Spock on Sept 20, 2007 19:05:56 GMT -5
MORE TESTING,... someone break it !
To the player who proves it cannot be done one of the most coveted positions in the upcoming Alliance Game, the role of one of two of the Base Commanders. Very coveted
Of course I do not know what I am talking about but hey George will give you something nice. Barry you wanted those Roms,... etc.
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Post by DeathFrog on Sept 20, 2007 19:07:24 GMT -5
a suggestion for ships captured. When a ship is captured, the new owner MUST bring it to a base station for a 50% cost fixing and upgrading/understanding of the new ship before it can be used in battle. If it ends up in a battle prior to such time, the ship must be put at 50% and no repair boxes allowed, to show the fact that the new crew has no idea on how to repair or use all the systems.
something like that.
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Post by Evil Spock on Sept 20, 2007 19:15:16 GMT -5
Just in my opinion that is too uniform a ruling. I like where you're going with it, but here may be a better ideal.
What if the ship is already at 50% health ? Any ship captured will be hurting, so just setting it at 50% is not that good.
Instead "if" you wish to impose a rule like this, say the following: Any ship captured is at 50% of it real health until it spends a turn in dock and 10% of it total value for understanding. Or whatever value the ref sets.
That is much better in the broader scope of the game.
I am not saying I totally agree with the rule. I do not have the experience to evaluate how often a capture will occur. My guess is that the Ace players will see much more captures than the less experienced, so this rule helps level the field, therefor as an X ref I automatically support it. ;D
In genreal the less experienced players will eventually get turned off by the ace players whopping the arses time after time. Capture makes that whopping even more painful, the 50% rule proposed makes swallowing that at least a little more palettable.
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Post by DeathFrog on Sept 20, 2007 19:52:06 GMT -5
True, but by the same token of ace getting ship, why should he be able to learn it for as little as 10%? I figure if he wants to use it, make him PAY. It of course would be up to everyone to give an opinion, and then up to the ref to decide if it will be used or not, and what % to put. You did word it like I was thinking, I just put it down badly and thanks for clearing some of that idea up. It has been my experience that rarely is a ship captured in Dynaverse, and other campaigns I have been in. It may happen more often here or less often here as we get stock loadouts of marines on the ships . this means that once your marines have been sent over, your ship may be in peril of being captured back.
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Post by Maximus Plasma on Sept 20, 2007 20:55:43 GMT -5
I will work out some rules for The minefields. pretty busy now at work so the earliest i could have them is around the end of month ,or early October.
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Post by Lord Hellus, Council Chairman on Sept 20, 2007 22:45:22 GMT -5
I like the capture rules. Iron them out and they're golden. Barry, we will await your minefield idea
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