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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: 4485

Re: Coming soon

The problem with defenses is that they are unlikely to be needed where you build them. If you really need strong defenses at your homeworld then you have already lost the economic game. Starfire defenses are about defense in depth. Trading systems for time to build sufficient defenses or counter att...
by PracticalM
on Wed 24 Dec 2014 14:31
 
Forum: "Voidstalker’s vigilantes" take 1
Topic: Coming soon
Replies: 6
Views: 1756

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: 1250

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: 19283

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: 2735

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: 3083

Re: Ultra and ISF Comparison

Theoretically each new colony location requires sufficient defenses to hold it. This is where most empire go cheap and wait until there is a threat because in the nature of Starfire, you can't defend against a closed WP into your systems before it is used. And it will generally be used to invade. De...
by PracticalM
on Mon 24 Nov 2014 08:25
 
Forum: Ultra Starfire
Topic: Ultra and ISF Comparison
Replies: 39
Views: 33696

Re: Ship design: Weapon Mix

As a test once I took G as my starting SRW and I do not recommend it. The value of SRW is the multiplier they can provide in close range WP defense. Having G meant that it was very difficult to defend WPs close in which made it difficult to deny enemies entry into my systems. Since I was focused on ...
by PracticalM
on Wed 05 Nov 2014 11:20
 
Forum: Solar Starfire
Topic: Ship design: Weapon Mix
Replies: 15
Views: 3908

Re: Assymetric Scenarios

If you want to build your own scenario for WP defense I recommend the following. Decide on an amount to build an attacking fleet and decide on technology SLs. (e.g. 10,000 MCr.) Then start with three times the original amount (e.g. 30,000 MCr) and start an auction build for how much less you could b...
by PracticalM
on Wed 29 Oct 2014 23:18
 
Forum: Solar Starfire
Topic: Assymetric Scenarios
Replies: 2
Views: 834

Re: Ship design: Weapon Mix

Starfire tends to focus on fleet design. One tricky problem is that you will never have enough ships to face the current threat (at least it will seem like it). So your fleets will rarely be at optimal power during a game. Your designs will change based on the threat you face. If you are facing a sw...
by PracticalM
on Tue 28 Oct 2014 03:15
 
Forum: Solar Starfire
Topic: Ship design: Weapon Mix
Replies: 15
Views: 3908
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