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Author Topic: Houses of The Rising Suns III OOC and Sign-Up  (Read 14884 times)

Taricus

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #270 on: July 11, 2014, 06:30:34 am »

Okay, working on that now Ghaz. I still have to update my sheet, once that's done I'll get on it.
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PewdsRocks

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #271 on: July 11, 2014, 07:01:13 am »

I like piracy as it is anyway it does a good job of showing just how dangerous pirates are to an empire that is spread out without an adequate fleet.
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Taricus

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #272 on: July 11, 2014, 07:01:37 am »

Alright, doublepost but my sheet is all done, now for the worlds:

Katavis: Administrative World

Nysqueo: Hub World

Dynir: Forge World

Cisit: Agri World

Tiakden: Agri World
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PewdsRocks

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #273 on: July 11, 2014, 07:07:04 am »

Map has been updated FYI.

Nice I found 4 new world's. None of them are inbabited?
« Last Edit: July 11, 2014, 07:17:33 am by PewdsRocks »
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Before you start a war, you better know what your fighting for.
If loves a fight, then I shall die, with my heart on a trigger.

I'm an angel with a shotgun, Fight until the wars won. I'd throw away my faith, just to keep you safe.

4maskwolf

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #274 on: July 11, 2014, 07:46:10 am »

Can we at least have the roll thing for piracy, because right now it is stupid and unrealistic.

Edit: also, you missed my fleet's exploration. Two class one's went one sector north.
« Last Edit: July 11, 2014, 07:48:32 am by 4maskwolf »
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10ebbor10

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #275 on: July 11, 2014, 09:02:31 am »

The problem I have with piracy is that it scales horribly. A single piracy action will always kill all trade ships in a trade route, and being detected is not that much of a problem.
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Taricus

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #276 on: July 11, 2014, 09:11:24 am »

Could just make it one trade fleet stopped per pirate ship. Would mean it's more effective for pirates to use lower-strength ships and make it somewhat easy to defend trade routes.
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4maskwolf

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #277 on: July 11, 2014, 09:24:54 am »

Could just make it one trade fleet stopped per pirate ship. Would mean it's more effective for pirates to use lower-strength ships and make it somewhat easy to defend trade routes.
Perhaps also have it be that every guard ship protects one trade fleet unless the pirates choose to do battle with the defenders?

Rolepgeek

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #278 on: July 11, 2014, 09:30:58 pm »

hmm that would be a good idea if my intention was to make it easier for the offensive side but i exactly want to prevent that. I would have really liked to add it but its counteracting exactly what i tried to achieve.
How does it make it easier for the offensive side? It makes it possible for the offensive side, and means they have to invest a shitton into one operation, and go through it really slowly.

As it is right now, defense is basically invincible; drop some pop on influence and keep it in counter-intel and you never have to worry about people breaking through your intelligence screen. Like, ever.
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Ghazkull

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #279 on: July 12, 2014, 05:03:05 am »

exactly thats not the case Rolepgeek. Right now at the beginning yes, it is basically incredibly hard to start large scale Intelligence operations, but later on in the game when players start having 15, 20 planets even with populations in the 50s per planet, suddenly somebody who concentrated on Intelligence will be far more able to break through such defenses, plus research will support the offensive espionage player. Dont worry it works. As it is Espionage is there as a tactic but not as a method of winning the game.

As to piracy no i will change nothing with it. All you have to do is assing proper Escort Fleets. Trade Fleets by the way get only destroyed if you lose the battle. If you win it they survive and continue their trade. You just need to assign enough Fleets to defending the routes.
Besides unrealistic is a word that certainly doesn't fit into this setting. We are currently talking about the Realism of Space Ships appearing out of nowhere by travelling several times faster than light with means we don't even know. Realism is something that certainly does not factor into my thinking here.

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4maskwolf

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #280 on: July 12, 2014, 07:01:47 am »

What we are talking about is the abject stupidity of pirate fleets who put in more influence than you utterly annihilating your fleet when your escorts can do nothing about it.

Ghazkull

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #281 on: July 12, 2014, 07:35:32 am »

you are aware that despite everything the player not only needs enough influence to make his enitre pirate fleet invisible, put in enough to defeat your counterintelligence but that in such a case the player would sacrifice his entire espionage defense?
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Dragor23

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #282 on: July 12, 2014, 07:38:35 am »

I should totally play as mercenary again.

But I think that's impossible. Haha.
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Ghazkull

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #283 on: July 12, 2014, 10:36:35 am »

On a side note concerning the map: Triangles represent fleet presence of the various factions in the various systems.

EDIT: PLease also note the changed prices for Colony Ships.

« Last Edit: July 12, 2014, 10:40:51 am by Ghazkull »
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4maskwolf

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Re: Houses of The Rising Suns III OOC and Sign-Up
« Reply #284 on: July 12, 2014, 02:05:51 pm »

Just FYI: the map doesn't have the explorations of my two class one's.
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