RainOfSteel
SOC-14 1K
I wouldn't describe what I do as, "Solo-play."Originally posted by robject the Confused:
Economics is usually for solo players.
I'd call it, "World-building without an end-purpose in mind."
I wouldn't describe what I do as, "Solo-play."Originally posted by robject the Confused:
Economics is usually for solo players.
Not sure what standardization means really, but most of the systems need to be re-done with Malenfant's stellar gen system. 'Twould also be nice to comb over the UWPs, but that's Big Juju.Originally posted by robject the Confused:
</font><blockquote>quote:</font><hr />Originally posted by kafka47:
I personally would not mind seeing the UWP standardized.
[...]
I wouldn't describe what I do as, "Solo-play."Originally posted by RainOfSteel:
</font><blockquote>quote:</font><hr />Originally posted by robject the Confused:
Economics is usually for solo players.
Oh! I didn't know that. Then that's Bad Juju. Well, perhaps it gives someone more justification to re-define non-critical UWPs, too...Originally posted by kafka47:
Well, I know that MT underwent several interpetations on the placement of the numbers for Gas Giants & Asteroid Belts & Alien Resident populations...how does this fair with the other versions of Traveller and which generally accepted as the final word...if that could ever be employed with a sentence that has Traveller in it.
</font>[/QUOTE]robject,Originally posted by robject the Confused:
Please say more about what you mean here:
</font><blockquote>quote:</font><hr />
Playable rules for using the map/UWP combination in Far-Trader/Imperium/Pocket Empires type games is the Holy Grail of space gaming in my book.
Well, SJG seems to agree, since they changed the format drastically in Rim of Fire (to a system in which you have a table, with labelled columns).Originally posted by RainOfSteel:
nbsp;I absolutely despise the GT World Info block (like that used in BTC). It's hideous. Looking at it makes my eyes hurt as I try to scan through the irregular presentation (I'm not joking or exagerating).
There's at least a market of two, I'd buy into it.Originally posted by Jeffr0:
That's the holy grail: Interlocking mini-games with distinct layers of optional expansions.
Just my wishlist. And yes I know, there's probably no market for it, yadda yadda yadda.
Totally strategic. Similar to Fifth Frontier War or Imperium, perhaps, with careful attention to consistency?Originally posted by Jeffr0:
There are three basic levels of gaming... strategic, tactical, and individual (or rpg.)
[...]
What I'd like to see for the Ultimate Space game is a set of fast-playing easy-to-learn minigames (with optional expansions) at all levels of play.
There's the Space Wars game (Ogre in space) played on an enlarged sector or subsector map. The production values and combat modifiers would be derived from the UWP's in some sort of consistent way.
Cutthroats and Cartels in Space. Interstellar MULE. Railroad Tycoon in Space. Or?
Then there's the Corporate Wars game. I want to play as the CEO of Oberlindes Lines and compete against other companies somehow. Again, key values are derived from the UWP.
A high-level fleet combat system, more detailed than Fifth Frontier War, but more abstract than High Guard's combat system? Counters for individual capital ships, and conglomerate counters for things like fighter clouds, perhaps?
Then there's the System Wars game. The playing board is big enough to show planets and moons in their orbits. Fleets jockey for position. This would be good for double blind play. Fleets resolve combat according to a simple system or the battle can be played out in detail...
Probably High Guard-level of play, then. The movement tactics ( = very high-level ) are the main thing that makes the game playable.
The fleet combat game. As simple and fast playing as possible but still retaining as many tactical options as can be crammed into it.
This type of game could re-use the sector or subsector map from the Space Wars game, or simply a normal map with a UWP list, pencil, paper, and dice. Traveller has had this type of thing from the beginning.
There's also the Lone Trader game. Again, as simple and fast playing as possible but still retaining as many tactical options as can be crammed into it.
Risk and Ogre, respectively.
There's Planet wars covering the strategic level of surface warfare along with an Ogre-like game to (optionally) cover each engagement.
Actually, if just a few design elements are used, such as separating weapon penetration from damage, then creating conglomerate units of any type to any scale becomes possible -- the combat model becomes generic, more or less. Hence, you get combat at any level of abstraction for free, and the wargame scenarios you envision (sectorwide, systemwide, orbital, planetary, regional, local, single-ship, person-to-person) are simpler to define, learn, and run.
Finally... there should be a set of campaign rules that allow all of these mini-games to interlock. That way one club consisting of an Admiral, a CEO, a few Generals & captains & free traders could team up and play against the other side. (Do you follow me?)
Where can Malefant's stellar gen system be found? Pardon the ignorance, my excuse is newness to this site.Not sure what standardization means really, but most of the systems need to be re-done with Malenfant's stellar gen system. 'Twould also be nice to comb over the UWPs, but that's Big Juju.
There's at least a market of two, I'd buy into it. </font>[/QUOTE]There's a market of three, thank you. To whom shall I make out this check?Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by Jeffr0:
That's the holy grail: Interlocking mini-games with distinct layers of optional expansions.
Just my wishlist. And yes I know, there's probably no market for it, yadda yadda yadda.