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Monday, April 27, 2015

Just Getting Away For A Little Bit

This post will divert drastically from The Great Hugo Dust-Up and, instead, focus more on my game Fire On The Suns. In fact, it will focus completely on it. Once in awhile one just has to get away from all the chimps flinging poo.

Fire On The Suns is a 4X (explore, expand, exploit, exterminate) play-by-email (pbem) game I designed about 20 years ago which is still going strong, held together, largely, by a small group of dire-hard fans. hen I designed the game it was intended to be a large-scale, computer program driven, campaign system for a variety of tactical games that badly needed a campaign system imnsho.

So, every now and then, my friend Jeff Engel sends me a "tech batch", writeups of new technologies for inclusion in the Master Tech Handbook which is, basically, the FOTS Bible. One of the conditions I originally set for the game was that every tech had to be internally consistent within the larger framework of the game and the game universe itself. We (myself, Jeff, and many of the fans) have worked hard to insure that no particular tech "breaks" anything else in the game.

This is just the latest tech batch Jeff sent me last week, which I haven't had time to go over in depth or detail, but which will serve as a sort of introduction to the way techs work in the game and how our thinking in regard to the game goes.

Don't worry, I'll get back to The Great Hugo Dust-Up in another day or three.

Casual officer-directed construction support

Officer-directed construction is a practical and technical prerequisite for this technology. It provides a certain quantity of the matching funds officer-directed construction requires as a normal part of the economic function of the state. Each level provides 5% of RP production per turn in RP's exclusively for that purpose and requires a Development stage of research, 5 AP pregame as a transferrable technology, or 2 AP pregame as a non-transferrable background ability.

Psionics: Eavesdropping (ESP ability)

An Eavesdropping cabal can catch whiffs of the basis of a technology in use nearby (in an interstellar sense) and give its state a large leg-up developing that technology itself. An Eavesdropping cabal has a base 10% chance each turn of providing the state the Discovery and Research stages of a technology in use on a foreign colony or unit within its range. Range is initially 8 sections, additional Development efforts adds 8 sections each. Additional levels increase the chance of Eavesdropping by 10% each. Some other psionic abilities interact helpfully with Eavesdropping. A cabal that also has Echoing can use Eavesdropping on ruins and derelicts, as if their technologies were still in use, when the cabal is actually, directly on-site, and gets a 50% higher chance of Eavesdropping if artifacts recently used by the current, living targets of Eavesdropping can be handled, as from free trade relationships in the case of some publicly used techs. Translating improves Eavesdropping chances by 25%. Clear Dreaming can share the same unit surcharge; there is enough overlap in the technical training and sensitivity to relevant technical impressions. However, any given cabal is either doing Clear Dreaming or Eavesdropping in a given turn, not both. The location for Eavesdropping for a given turn is that location as which the cabal spends most of the turn – players cannot get more Eavesdropping utility running the cabal up and down a border very quickly. In most cases, both Discovery and Research stages will be picked up, but GM's may rule that for extremely unfamiliar techs or strange tech bases, the Discovery stage only is acquired. This should be considered exceptional though. GM's may allow Eavesdropping sometimes also to detect that certain Development-only techs are in use by the target state, but Eavesdropping never grants those techs: the nuts-and-bolts of a Development stage are for other abilities or normal development.

Obscure (disadvantage)

An Obscure species has a persistent and unusually hard time communicating with others, with the following effects:
1 – Diplomatic communications should go through the GM to make sure they are at least somewhat unclear or mis-convey some details. Very basic communications may not be affected – especially hostile ones – but subtle misunderstandings should be almost inevitable. GM's should mitigate the forced misunderstandings over time.
2 – Espionage by the Obscure race suffers a 20% penalty.
3 – Free trade or better requires at least one turn at limited trade and either two more turns or a one-time 250 RP fee to establish regular translation services.
4 – Rights of passage or refuelling rights require a one-time 250 RP fee for their own regular translation services.
5 – Defensive and offensive military alliances are possible only using forces for which the Obscure race has a graded officer assigned to command: no routine measure of leadership suffices.
6 – Free communications, project co-development and intel-sharing arrangements are impossible.
7 – Tech transfers in either direction require an additional 100 RP's each the first turn of such exchange between the Obscure race and any other, and 50 RP's extra thereafter. On the third or later turn of exchanges, a 250 RP fee to establish a permanent translation service for tech exchanges can be paid by either party instead to waive the per-transfer fee.
8 – Non-standard treaty relationships should face similar problems – GM's can specify them for players as needed.
9 – Assimilation chances by the Obscure race are capped at 20% per turn, or 30% in case of assimilation into a periphery state. (In that case though, the periphery state will still suffer all the usual problems of dealing with an Obscure race.)
Obscure is worth 5 AP normally, but GM's may adjust that downward in case of species otherwise unprepared for civil arrangements anyway.

Private exploration

A state with private exploration has a tendency to have individuals or small groups, perhaps small companies – at any rate, non-governmental entities - perform some system surveys in nearby sectors on their own initiative, with their own choices for where to explore. Private exploration requires a 60% or less tax rate and is incompatible with Communist or Socialist economic policies or hivemindedness. Each turn, 50% of that turn's portion of the 6 th turn bonus is generated for spending on private explorer vessels, at 10 RP's each. Every 30 private explorer vessels perform one entire sector's system surveys each turn. In case of fractions, GM's may provide less than a sector's worth of surveys, or take it as a percentage chance pro-rated of a full sector's surveys. Anything hostile destroys or captures the private explorer vessel surveying that system, and creates some public pressure for the government to Do Something in response in the following turn or suffer a -5 PSR penalty per unanswered incident for that following tun (-20 PSR in any turn as a maximum). Private exploration survey targets should be revealed to the player before a turn's orders are completed, so that the player (1) can get some warning where people may be getting into trouble, and (2) avoid duplicating survey efforts. A player may deny private exploration in a given sector entirely in a turn, but suffers a flat -5 SR penalty for doing so in a turn, however many sectors are ruled off-limits for private explorers. Private explorers will not survey sectors more than a turn's safe starship cruise outside the comm grid, or sectors where there is a known hostile presence. Otherwise, GM's may select the target sectors randomly or according to any whims, designs, plans, or impressions of popular curiosity.

Natural beam weapon engineers

This background ability costs 10 AP, but could be discounted by specific background technology (beams) in the same way as a narrow or specific research aptitude in beams could be. Natural beam weapon engineers indicates a deep level of skill and familiarity with beam research, construction, operations, and upkeep, with the following benefits:
1) Beam research skips Research stages.
2) Units with one third or more of their equipment spaces in beams receive a 5% discount at construction or refit when built by this species, cumulative with Expense Management Tech and under the same 25% cap. In case of units with 50% or more of their spaces in beams, this is a 10% discount.
3) Background abilities specific to beams are half cost. Natural beam weapon engineers does not discount itself, and specific background technology is an additional exception.

Natural energy torpedoes engineers

This background ability costs 10 AP, but could be discounted by specific background technology (energy torpedoes) in the same way as a narrow or specific research aptitude in energy torps could be. Natural energy torpedoes engineers indicates a deep level of skill and familiarity with energy torpedo research, construction, operations, and upkeep, with the following benefits:
1) Energy torpedo research skips Research stages.
2) Units with one third or more of their equipment spaces in energy torps receive a 5% discount at construction or refit when built by this species, cumulative with Expense Management Tech and under the same 25% cap. In case of units with 50% or more of their spaces in torpedoes, this is a 10% discount.
3) Background abilities specific to energy torpedoes are half cost. Natural energy torpedoes engineers does not discount itself, and specific background technology is an additional exception.

Natural missile engineers

This background ability costs 10 AP, but could be discounted by specific background technology (missiles) in the same way as a narrow or specific research aptitude in missiles could be. Natural missile engineers indicates a deep level of skill and familiarity with missile research, construction, operations, and upkeep, with the following benefits:
1) Missile and missile launcher research skips Research stages.
2) Units with one third or more of their equipment spaces in missile launchers receive a 5% discount at construction or refit when built by this species, cumulative with Expense Management Tech and under the same 25% cap. In case of units with 50% or more of their spaces in missile launchers, this is a 10% discount.
3) Background abilities specific to missiles and missile launchers are half cost. Natural missile engineers does not discount itself, and specific background technology is an additional exception.
4) Missiles are built at double the build rate otherwise applicable in factories and in shipyards.

Natural railgun engineers

This background ability costs 10 AP, but could be discounted by specific background technology (railguns) in the same way as a narrow or specific research aptitude in railguns could be. Natural railgun engineers indicates a deep level of skill and familiarity with missile research, construction, operations, and upkeep, with the following benefits:
1) Railgun shell and launcher research skips Research stages.
2) Units with one third or more of their equipment spaces in railgun launchers receive a 5% discount at construction or refit when built by this species, cumulative with Expense Management Tech and under the same 25% cap. In case of units with 50% or more of their spaces in railgun launchers, this is a 10% discount.
3) Background abilities specific to railgun shells and launchers are half cost. Natural railgun engineers does not discount itself, and specific background technology is an additional exception.
4) Railgun shells are built at double the build rate otherwise applicable in factories and in shipyards.

Prompt fire training

Prompt fire training is available as a background or natural ability for 5 AP, but can also be researched in-game. Discovery stages should usually be waived for states with a pregame history of using the specific weapon, Research stages are transferrable, but Development stages are specific-specific. Prompt fire training is researched or bought by weapon type (beams, energy torpedoes, railguns, missiles, etc.) and a unit with it pays a 15% unit surcharge for the training. Only crewed units may make use of prompt fire training, but variants of it for automated units may be Researched and Developed. The unit's crew is able to fire that class of weapons on with hair-trigger reaction speeds. Assuming the first round of fire does not consist of a surprise attack or fire by cloaked units or weapons with longer than normal range, the units with prompt fire training can fire their weapons as if they were long range ones, ahead of other normal-range fire on either side. This round of fire replaces the first normal range round of fire by those weapons. Fire proceeds normally thereafter. In the case of fighter or similar units firing XO rack based weaponry, prompt fire training still replaces the normal range round of fire, even though the XO racks being fired in later rounds are clearly not the “weapons” fired in the prompt fire training round.

Natural shield engineers

This background ability costs 10 AP, but could be discounted by specific background technology (shields) in the same way as a narrow or specific research aptitude in shields could be. Natural shield engineers indicates a deep level of skill and familiarity with shield research, construction, operations, and upkeep, with the following benefits:
1) Shield research skips Research stages.
2) Units with one third or more of their equipment spaces in shields receive a 5% discount at construction or refit when built by this species, cumulative with Expense Management Tech and under the same 25% cap. In case of units with 50% or more of their spaces in shields, this is a 10% discount. Any unit with a technology for shields that normally carries a unit surcharge counts for the 5% discount; any with two or more, for the 10% discount, whether or not the equipment space requirement is met. Shield related, enhancing, or dependent systems like resistant shields count for the shield equipment space total as well.
3) Background abilities specific to shields are half cost. Natural shield engineers does not discount itself, and specific background technology is an additional exception.
4) Shields are repaired at half cost.

Natural hull engineers

This background ability costs 10 AP. It could be discounted by a state with specific background technology covering both structural reinforcements and ablative armor, but not otherwise. Natural hull engineers indicates a deep level of skill and familiarity with spacecraft hull research, construction, operations, and upkeep, with the following benefits:
1) Structural reinforcement, ablative armor, and resistant armor research skips Research stages, where applicable. Research into larger spacecraft hull sizes gets a 20% bonus to effective funding, as does build rate research.
2) Units with one third or more of their equipment spaces in structural reinforcements receive a 5% discount at construction or refit when built by this species, cumulative with Expense Management Tech and under the same 25% cap. In case of units with 50% or more of their spaces in structural reinforcements, this is a 10% discount. In case of component armor, count the total effective equipment spaces (including those from component armor) and all the effective structural reinforcements it provides. (Essentially, a unit making thorough use of component armor is very likely to get at least the 5% discount.) Any unit with a technology for hull or armor improvement, protection or regeneration that normally carries a unit surcharge counts for the 5% discount; any with two or more, for the 10% discount, whether or not the equipment space requirement is met. Armor and hull related, enhancing, or dependent systems like resistant armor count for the structural reinforcement equipment space total as well.
3) Background abilities specific to structural reinforcements and armor, or for higher build, refit, and repair rates, are half cost. Natural hull engineers does not discount itself, and specific background technology is an additional exception.
4) Hull and armor damage are repaired at 50% normal cost and double the normal speed.

Electronic warfare aptitude

EW aptitude is normally bought as a background ability for 5 AP per level, but could be researched in-game from a Discovery stage. A culture with EW aptitude takes to ECM/ECCM, battlecomputers, and other systems for electonic combat such as sensor ghost projectors with ease and skill. Each level discounts the purchase of such technologies pregame by 25%, up to 50% with two levels. Two levels in EW aptitude also allows the state to waive Research stages on electronic warfare technologies. Each level provides a 1 point target and DEFENSE bonus as a sort of primitive battlecomputer and ECM bonus, or a 20% bonus to the actual target, DEFENSE, yield, or RESIST value provided by electronic warfare systems.

Salvaged repair operations

Improved salvage operations is a technical and practical prerequisite for this technology. As a background ability, it can be bought for 5 AP with natural scavengers as a prerequisite. It allows RP's from a battlefield, recovered through salvage operations, to be used in that very turn for repairs to friendly units powered-down on-site. The amount of RP's salvaged from friendly units that is dedicated to friendly unit repairs is doubled, given that they are assumed to have similar structures and basic bits used. (Provoked by Tony  Fleming)
Your comments are, of course, invited.
Thanks,
Greg
 

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