R&D and building times...
Posts: 3599
  • Posted On: Aug 4 2004 2:00am
only one Death Star at a time" clause, TNO could build 8-9 Death Stars under the rules. Simply put, TRF's rules overshadow Star Wars canon as far as fleets go. It's stated somewhere that it took more resources than an entire planet had to offer to mantain an ISD, yet TRF lets us build nine ISDs per planet we own.

At TRF, mantaining a Death Star is not a matter of millions of planets, but ten. Take away the limit on their number, and a group with 30 planets can produce three of them.

Well... thats just silly, and lets not forget, I'm talking about a Civilian Equivilant, which as a result is completely neutral, and does not have any of the kind of weaponary like a DS. In fact I believe it should not have any.

If someone wanted to build thirty of these 'Neutral' stations I don't see why not, but , as I said before, they'd have to have the resources to do so. (according to the rules).

Also just to remind you, if TNO did build thirty of these 'nuetral' stations, then they would not have any fleets to defend them, heh.


;)
Posts: 2915
  • Posted On: Aug 4 2004 2:02am
Flat out, Seth, tell me what rules you want.

Build size limit up'd?

Station rules?

Be specific and Ill help you to the best of my abilities, be vague and Ill sit in bewilderment for an hour....
Posts: 3599
  • Posted On: Aug 4 2004 2:08am
lol...fair enough request... :D

right, well, (typical) I actually have to go to work now, (sorry to confuse you all then leave, heh), but I'll draw something up and put it up for all to see here.

Just wanted to get a feel for the general vibe as it were, I'll have something up tomorrow, no, today technically, (its like 3:00 am here atm).
Posts: 383
  • Posted On: Aug 4 2004 2:11am
I know this isn't the focus of this discussion, but I was just wondering...

Will build the aformentioned "neutral stations" provide any major benefits, other than boosting the storyline (not thats not a benefit, this is just a thought). If such large creations are going to absorb large portions of fleet meterage, yet provide little applicable benefits, what is the incentive to build them. (once again, not that any is neccessary, but just for the sake of argument)

Perhaps some small tangible benefit could be thought up in the R&Ds as an incentive to construct such stations. Perhaps it would be up to the designer, I dont know. I just thought about this as I was reading this thread and was compelled to say it.
Posts: 405
  • Posted On: Aug 4 2004 2:15am
A good question... I think Seth just really wants some concrete space statiomns, not "just" storyline stations. Perhaps if its a trade depot, the influx of trade items could offset some of the meterage, or something?
Posts: 3599
  • Posted On: Aug 4 2004 2:21am
A valid point.

I like what both of you have said, but yes, Trinity has it on the nose, I do want something 'concrete'.

I'll consider this carefully whilst I'm winging my way to Heathrow Airport.

:D
Posts: 2915
  • Posted On: Aug 4 2004 2:23am
... I dont get the problem then, when I rp'd the Ssi-Ruuvi I R&D'd space stations without problem...
Posts: 4025
  • Posted On: Aug 4 2004 4:49am
Who would want to build Executor SSDs anyways? The only thing going for them at this point with all the R&Ds out there is simply large capacity shields, and even then, that wouldn't quite stop a thousand torpedoes and a nuclear missile.
Posts: 405
  • Posted On: Aug 4 2004 4:59am
And lots and lots of guns.
Posts: 3599
  • Posted On: Aug 9 2004 12:30am
OK, this is taking longer than I anticipated, I'll get something up as soon as I get it finished.