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Update or Conversion to Solar or Ultra?

PostPosted: Tue 25 Sep 2012 05:39
by Sunwolf
Any possibility of this product being updated, converted, or revised for Solar or Ultra?

I can think of a few things I would like to see that might make it a little more complex than it is but still far simpler than the main strategic rules.

Re: Update or Conversion to Solar or Ultra?

PostPosted: Tue 25 Sep 2012 08:30
by Cralis
Sunwolf wrote:Any possibility of this product being updated, converted, or revised for Solar or Ultra?

I can think of a few things I would like to see that might make it a little more complex than it is but still far simpler than the main strategic rules.


I've actually thought about that... we currently have a couple things going on that have to take priority, but I would like to see Admiral's Challenge updated in the future.

Re: Update or Conversion to Solar or Ultra?

PostPosted: Tue 25 Sep 2012 19:44
by AlexeiTimoshenko
I'm going to have to look at this' Seems like a good way to get into the flow of a campaign. At lower EL's adapting things to Solar standards shouldn't be too hard.

Re: Update or Conversion to Solar or Ultra?

PostPosted: Tue 25 Sep 2012 20:06
by Cralis
AlexeiTimoshenko wrote:I'm going to have to look at this' Seems like a good way to get into the flow of a campaign. At lower EL's adapting things to Solar standards shouldn't be too hard.


If you use the AC rules as they are, you are correct - it should be REALLY easy to convert. Easy enough I'm not sure it needs new rules.

What I'm looking at doing is changing the AC rules to be better, simpler, and more fun (focused on the combat aspect).

Re: Update or Conversion to Solar or Ultra?

PostPosted: Tue 25 Sep 2012 20:22
by AlexeiTimoshenko
I wouldn't mind that either. For now though Admiral's Challenge may be a way to get new/returning players into a simplified campaign system. As it's designed to be simpler I would consider an EL20 cap so that there would be no critical jump issues.

Re: Update or Conversion to Solar or Ultra?

PostPosted: Tue 25 Sep 2012 21:00
by Sunwolf
One of the things I want is some sort of limited and simple form of colonization and population growth.
Also instead of every hex having a system have some gaps with warp lines (warp point connections) but they don't connect randomly only nearby, that way you can still have some key systems.

Re: Update or Conversion to Solar or Ultra?

PostPosted: Wed 26 Sep 2012 04:37
by AlexeiTimoshenko
I think I can solve that fairly easily. Roll for number and radian for wp's as usual. Then roll d10+1 for distance in hexes for each wp. You can travel via wp for 1 StMP or crawl across the galaxy at 1 StMP/hex. Eventually you may backfill a part of the intersystem voids but this way most hexes will be empty space.

Re: Update or Conversion to Solar or Ultra?

PostPosted: Wed 26 Sep 2012 05:23
by Sunwolf
AlexeiTimoshenko wrote:I think I can solve that fairly easily. Roll for number and radian for wp's as usual. Then roll d10+1 for distance in hexes for each wp. You can travel via wp for 1 StMP or crawl across the galaxy at 1 StMP/hex. Eventually you may backfill a part of the intersystem voids but this way most hexes will be empty space.


That kind of matches with one of the things I have been tinkering with. For Hex spines I was originally thinking it would have to be an even number, but on reconsidering it could be an odd and just move right or left off the spine.

Re: Update or Conversion to Solar or Ultra?

PostPosted: Wed 26 Sep 2012 05:39
by AlexeiTimoshenko
That's how I would work it. 01-50 left, 51-00 right.