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  #1  
Old August 5th, 2004, 11:49 AM

se5a se5a is offline
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Default Re: PBW PvK Proportions Game #2

I might be interested in joining...
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  #2  
Old August 5th, 2004, 08:20 PM
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PvK PvK is offline
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Default Re: PBW PvK Proportions Game #2

Good.
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  #3  
Old August 6th, 2004, 12:33 AM
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Default Re: PBW PvK Proportions Game #2

I have created the game on PBW, titled "PvK's Proportions Game #2", so people can sign up.

Hopefully I can even finish the new mod Version tonight.

Maybe people should post the minimum number of players they feel we should have before we start the game, too.

PvK
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Old August 6th, 2004, 01:33 AM

Hippocrates Hippocrates is offline
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Default Re: PBW PvK Proportions Game #2

Count me in!

However, I wouldn't mind seeing a slightly larger map than what's described - I like a bit of room to explore and offer strategic depth

Still, I'll go with whatever you decide.
Can't wait to try out the new mod changes!

-Hippo
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  #5  
Old August 6th, 2004, 01:57 AM
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Default Re: PBW PvK Proportions Game #2

Cool. I am thinking basically everyone will be 4 warp jumps from almost everyone else. This means everyone will have two adjacent colonizable systems, and one colonizable system that is equa-distant from other players, two warp jumps away. However there may be some non-colonizable systems, systems with just one planet, etc., to give weird maneuver and exploration options, and maybe some very distant systems people could go for too, with some planets, but mainly everyone will have pretty good access to most or all other players and the easily available planets, so there will be plenty of opportunity for conflict.

This is a counterpoint to PvK Proportions Game #1, where the map is large and several nations have no access at all to others without travelling very long distances through each others' space, and everyone had several systems they could colonize. I actually really like the map we got in many ways, with its seas of no connections, the weird Krsqk cluster hidden in the corner with only one quadrant-spanning connection to the far corner, and so on, but it definitely "slowed" interaction between players, which I think has a lot to do with why we had so many drop-outs, and why it's been as peaceful as it has.

Anyway, comments and requests are welcome.

PvK
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  #6  
Old August 6th, 2004, 01:58 AM
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Default Re: PBW PvK Proportions Game #2

Here are my notes on the empire cost changes in 3.0:

code:
 
--------------------
Empire Cost Changes:
--------------------
* Lowered value of "Advanced Power Conservation" to 900 points.
* Lowered value of "Supply Guzzlers" to -700 points.
* Lowered value of "Natural Merchants" to 1500 points.
* Renamed "Propulsion Experts" to "Transcendental Navigation" with a new
description, since it has a bizarre disproportionate effect.
* Added a new "Propulsion Experts" trait, which is a new racial tech
area that provides better propulsion components.
* Renamed "Mechanoids" to "Plague Immune" and dropped cost to 400 points.
* Physical Strength values lowered.
* Intelligence costs tweaked. "Dumb" races get more points back.
* Cunning adjusted per PvK Balance Mod.
* Happiness and Environmental Resistance values slashed, but Happiness
ranges increased, in light of research into lack of effect of racial
Happiness.
* Reproduction maximum increased. Now limited only by cost.
* Aggressiveness and Defensiveness adjusted per PvK Balance Mod.
* Political Savvy adjusted per PvK Balance Mod.
* Resource extraction aptitudes left as in Proportions 2.5.3.1.
* Construction Aptitude adjusted per PvK Balance Mod, except positive
threshold. Also extended allowed minimum range to 25.
* Repair Aptitude adjusted per PvK Balance Mod, with increased min and
max values.
* Maintenance Aptitude left as is, because it uses SJ's base-100 system.

PvK
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Old August 7th, 2004, 01:56 AM

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Default Re: PBW PvK Proportions Game #2

MMM.. proportions v3.0 sounds like fun

BTW: about fighters, they really are an overkill, the cost virtually nothing to own, and a squad of 50 fighters (easily carried on two destroyers) can destroy entire fleets, even if they have some PD.

I would love to see them soemwhat weekened in the next Version

Maybe you could specialize fighters, into three different types (interceptor, bomber, torpedo bomber) using the allowed target types of weapons.

May not really make fighters any weaker, but it'll certainly make them less universal.

ATM Fighters equipped with guns can tear apart just about anything
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  #8  
Old August 18th, 2004, 11:29 PM
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Captain Kwok Captain Kwok is offline
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Default Re: PBW PvK Proportions Game #2

Is it me, or is the "code" font extremely small even using the larger shrapnel font? I can hardly read the items!

***

Edit: I just realized I was responding to a post for changes in Version 3.0 - not noticing that was about 100 Posts ago. Geez.
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