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[CR@W] Homeworld Signups [1/?]

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Re: [CR@W] Homeworld Signups [0/?]

Postby SiriusCowKing on Thu Dec 07, 2017 10:25 am

Other than the Syaw automatically repairing, how does repair works?
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Thu Dec 07, 2017 11:12 am

SiriusCowKing wrote:Other than the Syaw automatically repairing, how does repair works?


Good catch ty

Minor repairs (1 HP Max per visit)
can be made on outposts @ a cost of 2 credit + 2 ore

Major repairs (1-4 HP per turn)
can be made on Homeworld or NPC world only @ a cost of 1 credit + 1 ore per HP

——

Also credits are universal, you can spend them wherever you need them. Since it’s electronic, you DONT lose this like you lost gold in v1. You’ll keep this whether you lose a homeworld, outpost, whatever.

However ORE is locational, meaning ore mined on your Homeworld stays on the Homeworld. Ore mined on your outpost, stays at the outpost.
If you want to build a starship on your outpost and it doesn’t have the ore needed, you have to spend the 5 credit to transfer ore on freighters to get it where you want.

All things I gotta finish adding into the OP
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Re: [CR@W] Homeworld Signups [0/?]

Postby SiriusCowKing on Thu Dec 07, 2017 11:45 am

About that ore being moved by freighters, can we also load it on one of our own ship or they simply don't have enough storage space?
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Thu Dec 07, 2017 11:57 am

SiriusCowKing wrote:About that ore being moved by freighters, can we also load it on one of our own ship or they simply don't have enough storage space?


Originally in lieu of the freighters and having to pay for that, there was a “cargo” capacity set for each ship. However, it became pretty complicated tracking where all the ore was and tied up stardship travel time unnecessarily.

One of the reasons of posting this early was to discuss this type of thing, in the end the play testers felt even w cargo capacity they wanted / needed to transfer ore around faster than the capacities allowed for repairs, for starship building etc. so they felt they needed freighters regardless and instead of tracking all the starship ore AND having freighters, I simplified it and just did freighters for ease of my own time management and simplification of rules
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Re: [CR@W] Homeworld Signups [0/?]

Postby SiriusCowKing on Thu Dec 07, 2017 12:05 pm

Figured, so about the freighters fee, is this flat rate or credit per ore, credit per ore per distance..?
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Thu Dec 07, 2017 12:11 pm

SiriusCowKing wrote:Figured, so about the freighters fee, is this flat rate or credit per ore, credit per ore per distance..?


Flat rate, from 1 ore to 10,000 ore - 1 hex to 1,000 hexes. Again, mostly just prevent a constant flux of movement to hide stuff when about to get attacked.

Oh that is another thing about repairs, can ONLY be made when not engaged.
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Re: [CR@W] Homeworld Signups [0/?]

Postby SiriusCowKing on Thu Dec 07, 2017 1:48 pm

I'm pretty sure I know already but I'll ask to be safe.

Do we need a ship to build a new structure or can we build something in proximity of our current structures?

Do we need to keep ships at our bases to generate income?
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Thu Dec 07, 2017 2:31 pm

SiriusCowKing wrote:I'm pretty sure I know already but I'll ask to be safe.

Do we need a ship to build a new structure or can we build something in proximity of our current structures?

Do we need to keep ships at our bases to generate income?


You do need a Starship present to build outposts, jump gates, satellites, etc and drop mines. Starships can only be built on worlds or an outpost.

You don’t need starships at bases to generate income, but you will need one there for defense (or take a risk leaving it)
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Fri Dec 08, 2017 11:01 am

hopalong wrote:do you need to have 10 actual players, or would the minimum be 4 players, 3 of who would commit to using 3 ships (1 after another, of course)?


Guess I should have written that better. The first 10 need to be unique. As there’s no guarantee anyone survives that long to meet the minimum, it just directs the first ten. From there, you can pick and choose to use new unique players or start repeating players (or a mix of both) until you run out of starship points.
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Re: [CR@W] Homeworld Signups [0/?]

Postby hopalong on Fri Dec 08, 2017 12:48 pm

IcePack wrote:
hopalong wrote:do you need to have 10 actual players, or would the minimum be 4 players, 3 of who would commit to using 3 ships (1 after another, of course)?


Guess I should have written that better. The first 10 need to be unique. As there’s no guarantee anyone survives that long to meet the minimum, it just directs the first ten. From there, you can pick and choose to use new unique players or start repeating players (or a mix of both) until you run out of starship points.


can we have one player start, and the other 9 slowplay to sign-up? so long as they start by dec 30, 2018?

sincerely,
bitter betty
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Re: [CR@W] Homeworld Signups [0/?]

Postby SiriusCowKing on Fri Dec 08, 2017 4:13 pm

hopalong wrote:can we have one player start, and the other 9 slowplay to sign-up? so long as they start by dec 30, 2018?

sincerely,
bitter betty

Well if you only build 1 ship at the start of the game, I don't see why you would need more than 1 player for captain.
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Fri Dec 08, 2017 4:31 pm

SiriusCowKing wrote:
hopalong wrote:can we have one player start, and the other 9 slowplay to sign-up? so long as they start by dec 30, 2018?

sincerely,
bitter betty

Well if you only build 1 ship at the start of the game, I don't see why you would need more than 1 player for captain.


Correct to start each faction only needs 1 to start, when you build more is up to you. Play testing had a large variety of strategies, from building as many ships as they could for early start in explore and combat to pushing techs as high as they could go, to Econ based, etc.

Some built many weak ships, others few strong ships, it ran the gamut
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Re: [CR@W] Homeworld Signups [0/?]

Postby SiriusCowKing on Mon Dec 11, 2017 11:06 am

If you already have 30 points worth of ships, can you remove a full HP ship in order to build a different one? For example, removing 3 frigates to build a dreadnaught.
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Mon Dec 11, 2017 11:30 am

SiriusCowKing wrote:If you already have 30 points worth of ships, can you remove a full HP ship in order to build a different one? For example, removing 3 frigates to build a dreadnaught.


No, you can only upgrade the tech on the existing ships at that point
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Mon Dec 11, 2017 4:40 pm

Nothing official yet but we have approx 5 commitments so far to play once they review options etc and I definitely expect more to keep coming in
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Re: [CR@W] Homeworld Signups [0/?]

Postby Donelladan on Tue Dec 12, 2017 6:03 am

Just to be sure, a player = a Starship ?

You said we start without any starship ( thus no player at the beginning).
But it says in the rule that we must have 10 players. What happens if I play with 5 only ?
Is this rule only here to avoid that I play with 5 players and spam them 3 times in a row, thus playing with only the "5 best" of my clans ?

How long do you expect this event will last ?

How often do we have to submit turn ?


Can we have spanish armada for fleet war ? ( we have trafalgar so adding spanish armada makes sense )
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Re: [CR@W] Homeworld Signups [0/?]

Postby IcePack on Tue Dec 12, 2017 11:40 am

Donelladan wrote:Just to be sure, a player = a Starship ?

You said we start without any starship ( thus no player at the beginning).
But it says in the rule that we must have 10 players. What happens if I play with 5 only ?
Is this rule only here to avoid that I play with 5 players and spam them 3 times in a row, thus playing with only the "5 best" of my clans ?

How long do you expect this event will last ?

How often do we have to submit turn ?


Can we have spanish armada for fleet war ? ( we have trafalgar so adding spanish armada make senses )


Yes, a Starship = Lord. The only difference is there are now 3 types of Lords (starships) that are determined when you purchase the unit.

You start with no starship (correct, no player at the start) but all alien races are required to build one starship minimum on turn 1.
You must start with 10 unique players, after that you can determine to reuse players or bring on more uniques.
If your faction dies before you reach 10 minimum, then thats just the natural course of events. The 10 restriction only is accounting for bringing new units into the game until the 10 min has been reached.

(IE Josko starts Turn 1. He dies in a epic battle by Turn 5. He can't be brought back into the game until his faction has hit 10 unique players minimum threshold)

I expect the event to last most of the year, I want to avoid a Phase 1 and Phase 2 like the first edition and just have a longer Phase 1.

Because its so long, it will be similar to v1 and clue etc where we base the turns on organizers schedule. It'll be noted at least a week or two in advance. Early turns will go very quickly, probably 24 hour to submit, 24 hour to update, to get us through the slower build / explore phase faster. Once turns get more involved, the aim is 48 hour review / submit and then 24 hour update. (so one turn every 72 hours or so, give or take)

We won't be using Trafalgar, we will be using Trafalaxy. ;) Unfortunately we don't have the time to create Spanish Armalaxy.
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Re: [CR@W] Homeworld Signups [1/?]

Postby IcePack on Tue Dec 12, 2017 12:26 pm

We have our first full sign up (empire name, alien race, home world name) and a few more commitments to be likely be playing :)
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Re: [CR@W] Homeworld Signups [1/?]

Postby IcePack on Tue Dec 12, 2017 4:07 pm

Questions came in regarding Raheel:

Q: Do each of the three markets operate independantly?
A: Yes, violatility of each market is different

Q: Can you rank the three markets as far as high risk, low risk, etc?
A: Industry = highest risk, can make large swings up or down
Metals = Medium risk, not as large swings
Bonds = Lowest risk, small swings up or down prone to stay stable for periods of time.

All are luck based (IE die rolls) and operate independantly of other Raheel markets. (meaning, just because your industry is going up doesn't mean another Raheels is going up as well).

Volatility in general can shift a range from -50 to +50 in a turn.

Q: Can you confirm a non-Raheel faction would have to meet a Raheel faction in game prior to being eligible to set up an account?
A: Yes, you would have to meet (or be introduced via a third party) before being eligible (if the Raheel entity will allow you)
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Re: [CR@W] Homeworld Signups [1/?]

Postby IcePack on Wed Dec 13, 2017 6:48 pm

Signed Up - 1
Likely Participants - 11
Not Heard From - 17
Not Playing -1
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Re: [CR@W] Homeworld Signups [1/?]

Postby IcePack on Fri Dec 15, 2017 5:01 pm

Any other questions yet? I got more Q&A coming when I get a chance
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On break til Christmas. Contact Keefie for any Clan Dept related issues.
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Sergeant 1st Class IcePack
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Posts: 12740
Joined: Wed Aug 04, 2010 6:42 pm
Location: California
Medals: 145
Standard Achievement (3) Doubles Achievement (3) Triples Achievement (3) Quadruples Achievement (4) Terminator Achievement (2)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (2) Nuclear Spoils Achievement (3)
Fog of War Achievement (4) Trench Warfare Achievement (2) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (3)
Cross-Map Achievement (4) Beta Map Achievement (1) Battle Royale Achievement (1) Ratings Achievement (4) Tournament Achievement (9)
General Achievement (11) Clan Achievement (35) Challenge Achievement (4) Tribe Achievement (2) Tournament Contribution (13)
General Contribution (23)

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