Search found 712 matches

Return to advanced search

Re: The Price of Destiny

You literally have to have no SL or Tech Item projects that weren't started this month, for this to happen. You had that happen? Yep. For the tech item part, though, it's really tough to have an independent tech item project running in the first 4 months, since all your items are fully researched t...
by PracticalM
on Sun 01 Mar 2015 19:29
 
Forum: Starfire Fiction
Topic: The Price of Destiny
Replies: 19
Views: 16438

Re: An SM question: How do you handle comm lag?

I definitely track when events happen but as for when a survey finishes up close to the end of a month it helps to enforce all players to have SOP orders that indicate where the survey fleet will go next. As people have mentioned until the empire gets really large it doesn't take too long to relay a...
by PracticalM
on Thu 22 Jan 2015 20:00
 
Forum: Solar Starfire
Topic: An SM question: How do you handle comm lag?
Replies: 11
Views: 4396

Re: Anybody with a game opening?

Good call on explaining that one out a bit. From the anecdotal WP tracework I've done (I haven't automated any sort of graph tracer, so this has been limited to small sample sizes that I work by hand), Solar-style linking appears to get players access to more systems more quickly, because only one ...
by PracticalM
on Wed 31 Dec 2014 12:51
 
Forum: Solar Starfire
Topic: Who's interested in a new campaign? (was: game opening?)
Replies: 33
Views: 11184

Re: Who's here?

The tech diagrams would be much more complex than Civilization which is basically a set of parallel technology items. ULTRA trees are much harder to display graphically. The closest thing to help create a visual record would be a spreadsheet with tech level down the side and systems across. this wou...
by PracticalM
on Sat 27 Dec 2014 11:36
 
Forum: The Starless Void
Topic: Who's here?
Replies: 250
Views: 78579

Re: Anybody with a game opening?

I wish I had the time to play or run a game. Maybe after a few of my kids go to college.
by PracticalM
on Sat 27 Dec 2014 11:30
 
Forum: Solar Starfire
Topic: Who's interested in a new campaign? (was: game opening?)
Replies: 33
Views: 11184

Re: Which edition is easier to learn/play solo?

As someone who started a game with the GSF rules and switched to ULTRA when the errors of GSF were fixed by ULTRA, I recommend starting with ULTRA as Solar is still in Beta and making changes in the middle of a game wasn't fun at all. Continuing in GSF wasn't really an option as the tech progression...
by PracticalM
on Sat 27 Dec 2014 11:29
 
Forum: General
Topic: Which edition is easier to learn/play solo?
Replies: 11
Views: 7020

Re: Why campaigns die: income explosion?

I play mostly multiplayer games in limited universes (60 or less systems per player) Games I ran 2001-2005 First GSF campaign ended when J'Rill just got too big to deal with and players either banded together to fight it or die. Turn 72 2010 Alpha Omega game got to turn 10 or so and my computer was ...
by PracticalM
on Thu 11 Dec 2014 13:06
 
Forum: Solar Starfire
Topic: Why campaigns die: income explosion?
Replies: 6
Views: 2171

Re: Limiting and Empire's Fleet Size

One idea I had that might work is to double the maintenance of any war ship and base that doesn't have tech equal or above the empire's current EL. Probably even better if you double the maintenance for each level of SL below the current empire's EL. Forces players to either upgrade or mothball old ...
by PracticalM
on Thu 11 Dec 2014 12:47
 
Forum: General
Topic: Limiting an Empire's Fleet Size
Replies: 28
Views: 22698

Re: Trade mod

Why the fear of messing with EL? Cue manical laughter… You have no idea. EL balances so many things and is the core of the game. Every once in a while I go back to all the emails from when GSF was in development and look at what was trying to be balanced just to get a centering on what was being bu...
by PracticalM
on Sun 07 Dec 2014 10:36
 
Forum: House Rules
Topic: Trade mod
Replies: 9
Views: 3378

Re: Growth mod

For solo games, how you adjust growth has little matter. In multiplayer games, when you lower growth you are increasing the value of conquering populations and increasing the value of friendly relationships with NPRs. In a slow growth game, the K rules should increase the cost of the bonuses to comm...
by PracticalM
on Mon 01 Dec 2014 01:08
 
Forum: House Rules
Topic: Growth mod
Replies: 13
Views: 4220
PreviousNext

Return to advanced search

cron