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Re: Star Trek : Quadrants of Conflict 2
Agree, with that Makinus. But only that requires an MOD change, and don't wanna do that (BTW. it's AT's mod so I think it's up to him to do that.)
But I could make a rule not to use WP openers/closer after turn 100 or 120 or so?? |
Re: Star Trek : Quadrants of Conflict 2
better make a rule that you can only use warp openers/closers if you have X level in the Stellar Manipulation tech... this way you donīt need to mod the change but it still is dependent in the investment the player do in the SM field...
I donīt remember well, the tech fields level appear in the races statistics when you meet other race? |
Re: Star Trek : Quadrants of Conflict 2
Agree with you , but it is hard (even impossible) for me to control that rule. I can't check people's degree of tech-development.
Inti, |
Re: Star Trek : Quadrants of Conflict 2
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Re: Star Trek : Quadrants of Conflict 2
As far as the Warp Point Open/Closers and Weapons of Mass Destruction, I say that a forum or Galactic Council makes those decisions as we play(you must have contact to belong to the council and maybe at least a trade treaty). If you want to deploy a WMD and you belong to the council that determines rules that say their bad and genocidal, well hey, a vote is taken and your either get thrown out of the council or everyone automatically must declare war on you, or something to that effect. Kind of like when I was severly reprimanded for using biological weapons on the Tholians in QoC I. I think I could have had significant offensive backing from the Feds and Klingons had not the Tholians went crying to the council that was set up between the Cards, Feds, Klings, Ferengi and a few other minors. Made for an intense 15 or so turns.
If you are not a member of a council, you have no say on rules established by them, of course you can break them though but suffer the consequences. Or you can form your own with the races in your own little corner of the galaxy and begin negotiation relations and rules as we play. Also with treaties, I think those should be closely watched as well. Trade Treaties should be the highest casual treaty, and higher alliances should be kept to a minimal unless the council says you really deserve the extra help and benefit of a stronger treaty. Unless your race is specifically a natural negotiator I think Political scores should be kept to no higher than 100% and maybe cap the trade benefit at 10 to 15%. |
Re: Star Trek : Quadrants of Conflict 2
Is an very nice idea Tnarg, and I agree on you on the treaty part (QoCI learned us that matter).
So I want to make an rule that ALL Strategic developments (WMD's, Warp openers/closers, Genesis devices, Ringworld/Sphereworld) are allowed. BUT some greater organisations can ban/forbid such items. So with this in mind the use of Strategic devices would be an increase of roleplaying (As we want) ---------------- I will create the game on PBW this week (probably tuesday) Inti, |
Re: Star Trek : Quadrants of Conflict 2
sounds kewl, anybody ready to bargan? ;-) I'm the Ferengi as you can tell, I will be ready to bargan at first contact!
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Re: Star Trek : Quadrants of Conflict 2
Can I play? I'd like to play the Vulcans if possible.
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Re: Star Trek : Quadrants of Conflict 2
Welcome Darkhorse,
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Re: Star Trek : Quadrants of Conflict 2
No race that I want to play. I would like to play as the borg however http://forum.shrapnelgames.com/images/smilies/happy.gif
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