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Re: Star Trek : Quadrants of Conflict 2
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Re: Star Trek : Quadrants of Conflict 2
I make a RULE proposal. NO WARRIOR TECH allowed. The Warrior tech was designed for SP and not for MP. It gives the player way to much of an advantage over the other players in the game.
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Re: Star Trek : Quadrants of Conflict 2
I make a RULE proposal: That we all use the PBW advanced research racial trait. (It helps to speed up the game a bit)
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Re: Star Trek : Quadrants of Conflict 2
I agree with Atrocities on both counts.
We also need a decision concerning the Orions. They are a pirate race, will they be allowed to take pirate colony tech? |
Re: Star Trek : Quadrants of Conflict 2
Hi all! Would like to aqdd some thoughts here too:
1) Atrocites, do you mean the mild, medium and heavy research trait or this other thing you embedded? 2) I can agree with the warroir tech ban 3) Why not providing each race with a deserted but optimal home planet from where they came, before the cleansing in a system to which they must at first find a way to enter, either by installing new warppoints, so we must develop stellar manipulation, or some other hindrances... Besides all other motivations the differetn races could have in this new sector, there could be a legend in each of the archives to this forgotten home systems... |
Re: Star Trek : Quadrants of Conflict 2
Here a short update with rules and players sofar.
Major races: Federation: Aerosol Klingon: Atrocities Romulan: Tnarg Ferengi: Sefter Cardassian: Intimidator Dominion: Randallw Tholian: Enigma Borg: Eax 8472: Ralf Orion: Iansidious Breen: Tomecki Minor Races : Bajoran: Kiedryn Vulcan: Gorn: Hirogen: Nodachi Nausicaan: Kazon: Ragnarok-X Andorian: Lord Axel Vaadwaur: - Turn duration : 60 hours (48 for the first 20 turns) - Map : Is almost ready. - Planets : All players will have Medium sized, except the Bajoran and the 8472 they will have large ones. - Race-setup : Use your race : planet/Atmosphere type, Culture and Race-tech trait. Rest is at own choice, but keep it as Trek as possible. - All Intel is allowed (except those damned planet and ship taking ability, (don't even know if it is still available in STM. )) - All Stellar Manipulation is allowed (in contrast to QoC1, we're you can/may not open or close WP's) (note: the Borg made tha Transwarp Conduits, so it could be possible for all races in the future.) - Only 3 partnership or military alliances are allowed pro race. and only 5 Trade or Trade&researcg alliances pro race. - No Warrior tech trait - Tech level is low - Tech cost is high - No PBW Advanced Research trait. (sorry AT. , but goal of QoC games is realism not game speed.) Nevertheless you can use the other research boosters, but you are paying for them yourself, So it will not unbalance races to much. - No Pirate Colony tech is allowed (AT, could you explain to me what it does.) - Pirate race is allowed - Events will be medium / high, So you can use un-lucky / very un-lucky but be warned. This will be it sofar, nothing is set yet but I think this will be our game for the most part. If there are questions or remarks let me know. |
Re: Star Trek : Quadrants of Conflict 2
How many racial points do we get? I want to start looking at my race setup. Thanks
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Re: Star Trek : Quadrants of Conflict 2
Oops forget that one,
3000 or 5000, but am willing to vote for it. |
Re: Star Trek : Quadrants of Conflict 2
I vote for 5000 points then:-) Long live the Tholian Assembly
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Re: Star Trek : Quadrants of Conflict 2
I vote 5000, prey. http://forum.shrapnelgames.com/images/smilies/wink.gif
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