Blacklancer99 wrote:I am firmly of the opinion that all building mechanics, no matter how thoughtfully designed and executed will be exploited by someone eventually. The whole point of designing ships to defeat your opponents isn't to make a balanced design that is fun to play and makes sense, it is to find the loopholes and killer combos that allow you to smite your friends with giggling glee. The exitement comes from building the best beast rather than playing. All of the above is why I typically will not play one-of-a-kind build off games unless there are many restrictions in place. They just aren't fun to me. I'm weird that way I guess. When I have played some campaigns we have used all kinds of hard caps on tech and things like range and they were pretty fun games.
Of course this is me on my soap-box, so I will get down now and let the discussion continue.
Cheers,
Erik
I tend to agree here; anything can and will be exploited. I have not, however, found campaign games to be a solution; whoever had the best designs at the beginning starts winning and keeps winning if you don't allow redesigns. If you allow redesigns between games (so that good stuff can be countered), then you're back at square 1 (although you can try tactical counters, in AE those were not terribly effective... perhaps things will be better in Nova). I suppose one fix would be to allow the losing side to develop a new ship class per loss (much like the "Losing side gets points" solution in Simplest).
Anyways, what I was really getting at was "What hard limits do you use?" Because I am quite curious about what works. My experience with banning things has been that new degenerate strategies are developed rapidly ("Oh, nothing from Rules Annex? OK, guess I'll just have to use 3+ Repeating Increased Hits...").
OldnGrey wrote:A Drake notation? "I am going to finish my game of boules".
Oh, that's not what was meant?
I guess a mono spaced font with a few special touches is required. Might solve any alignment problem?
Would anyone want to have another font to install?
Is there an idiot out there willing to spend the time on making one to include boxes and boxed numbers?
Paul
I question the need for new fonts at all... Here's my proposal:
<Starship_Name>
(<Combat_Rating>)<Class_Name> <Class_Designation> [<Race_designation>, TL <N>]
Armor: <N> <N-1> ... <2/3 * N, rounded up> * <2/3 * N, rounded up -1> ... <1/3 * N, rounded up> * <1/3 * N, rounded down> ... 0
Hull: <N> <N-1> ... <2/3 * N, rounded up> * <2/3 * N, rounded up -1> ... <1/3 * N, rounded up> * <1/3 * N, rounded down> ... 1
Thrust: <N> <N> <N> <N> <N>
Weapons: 0 1 2 3 4
Shields: <N> <N> <N> <N> <N>
ECM: <N> <N> <N> <N> <N>
[X] <Weapon_Name>, <RNG_1> / <RNG_2> / <RNG_3>, <Trait_List>. <Bank_List>
<FP0> <FP1> <FP2> <FP3> | <FP4> <FP5> | <FP6> <FP7> | <FP8> <FP9> | <FP10> <FP11> ... 0
[Y] <Weapon_Name>, <RNG_1> / <RNG_2> / <RNG_3>, <Trait_List>. <Bank_List>
<FP0> <FP1> <FP2> <FP3> | <FP4> <FP5> | <FP6> <FP7> | <FP8> <FP9> | <FP10> <FP11> ... 0
[Z] <Weapon_Name>, <RNG_1> / <RNG_2> / <RNG_3>, <Trait_List>. <Bank_List>
<FP0> <FP1> <FP2> <FP3> | <FP4> <FP5> | <FP6> <FP7> | <FP8> <FP9> | <FP10> <FP11> ... 0
Specials: <Specials_list>
Fighter format:
<Fighter_name> (<Trait_List>; <Num_Flights>)
Not that much different from AE's, really.
Obligatory example:
Gratuitous Violence
(170) Murder-class Cruiser [Chaos, TL 0]
Armor: 2 * 1 * 0
Hull: 12 11 10 9 * 8 7 6 5 * 4 3 2 1
Thrust: 5 4 3 2 1
Weapons: 0 1 2 3 4
ECM: 0
Shields: 3 4 5 6 6
[X] Lances, 4 / 8 / 12, Acc, Prc, Gid. FF0
2 1 1 1 | 1 0
[Y] Batteries, 3 / 6 / 9. PP2 SS2
20 14 10 7 | 5 4 | 3 2 | 1 1 | 1 0
[Z] Turrets, 1 / 2 / 3, Acc. TT0
2 1 1 1 | 1 0
Specials: Marines (4)
Not sure | is the best firepower separator; a bit similar to 1. / likewise suffers from similarity to 7. *shrug* Other than that, though, seems usable.