Topic: Canon Background

Has MJ12Games produced any canonical background information beyond what was in Compendium and Starmada:X?  I'm looking for such information as number of planets for different empires, fleet sizes (beyond the few classes listed), maps, things like that.
Thanks!

-K

Re: Canon Background

Kodiak wrote:

Has MJ12Games produced any canonical background information beyond what was in Compendium and Starmada:X?  I'm looking for such information as number of planets for different empires, fleet sizes (beyond the few classes listed), maps, things like that.
Thanks!

If I can find them, I have several pages of notes regarding this, but no, nothing published other than what's in the Compendium/X.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Canon Background

I also think a lot of people enjoy making up their own canon, or using Victory By Any Means as their guide.

Re: Canon Background

Noel had a timeline built somewhere that details out some of the more interesting moments in Starmadda history.

Re: Canon Background

@cricket:
   I'd be interested in seeing what you have that wasn't published.

@Javelin98:
   I understand where you're comming from and that's sorta what I'm looking at here, but with at least some bent to follow the guidence that's been set down.  VBAM is a great system, but I don't think it follows everything that canon establishes, such as how the Federation was able to hold off the Starmada for five years, that's 60 turns, right?

@jimbeau:
   I assume this is above and beyond what we saw in the books?

-K

Re: Canon Background

Well, actually, it was a compilation of what was in the compendium, I believe...

Re: Canon Background

jimbeau wrote:

Noel had a timeline built somewhere that details out some of the more interesting moments in Starmadda history.

Where is that thing?
It is buried on this HD somwhere...
I will try to dig it up.

jimbeau wrote:

Well, actually, it was a compilation of what was in the compendium, I believe...

Yes, for the most part.
It started with trying to get the events all together so the full story could be deciphered... Dan was around at the time and I think I fiddled with it to try to spark his interest in "what comes next"...

Re: Canon Background

Taltos,

That's part of what I'm trying to figure out too.  I see some possiblities with the Expanse comming for humanity, the Dragons showing up, or even an Alliance civil war or something happening in the Commonwealth between the Imperium and the Federation.  In putting that together, I'm looking for several bits of info:

1) size of the empires, are we talking about a few star systems, or many many star systems?

2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules.  Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.

3) Logistics, this could help explain why the Federation was able to play their game for as long as they could.  I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost.

As an aside, I think VBAM is great, it's the right "here is your empire, have a nice day" rule set that feels epic, but the more complicated rules seem to go into to much detail and can be frustrating when you want the bigger picture. 

The ultimate plan, and this ties in with my other question about weapons equivilants is to create at least a thought model about how a total universe campaign would be run in the Starmada background to the end of developing a campaign arc. 

-K

Re: Canon Background

Kodiak wrote:

Taltos,

That's part of what I'm trying to figure out too.  I see some possiblities with the Expanse comming for humanity, the Dragons showing up, or even an Alliance civil war or something happening in the Commonwealth between the Imperium and the Federation.  In putting that together, I'm looking for several bits of info:

1) size of the empires, are we talking about a few star systems, or many many star systems?

Now that is a question that needs time.
I remember discussing this with King Dan in the past and the idea was for a the Imperium to be a far flung expanse. The Arcturan Federation is supposed to be based at Arcturus (Alpha Bootis), right? While that isn't "right next door", it isn't too far. Still...

Which systems are settled, which explored, which sentried?

Kodiak wrote:

2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules.  Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.

Maybe, maybe not.

Depending upon the official nature of Starmada jump engines... a "lane" may simply represent a possible corridor for a single campaign turn's jump range.

from that...

Kodiak wrote:

3) Logistics, this could help explain why the Federation was able to play their game for as long as they could.  I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost.

You could get an option for laying in modified (more stringent) supply rules so that with cut jump lanes and you get exactly the effect implied in the history.

Kodiak wrote:

As an aside, I think VBAM is great, it's the right "here is your empire, have a nice day" rule set that feels epic, but the more complicated rules seem to go into to much detail and can be frustrating when you want the bigger picture.

Actually it works well there too... it just takes more patience.

I am coordinating a playtest of material that is going to come out eventually in a different setting with peacetime economies at 200+ and fully developed fleets at the start...

And I have a 40 year solo game going...

So it could be done with Starmada.

Kodiak wrote:

The ultimate plan, and this ties in with my other question about weapons equivilants is to create at least a thought model about how a total universe campaign would be run in the Starmada background to the end of developing a campaign arc. 

-K

I know that at one time Dan had specific thoughts on a civil war in the Imperium and some other things that would be a lot of fun to play out.

Coordinating an official arc always gave a headache. Course that was before VBAM...

Re: Canon Background

Kodiak wrote:

1) size of the empires, are we talking about a few star systems, or many many star systems?

That was a matter of contention between me and Noel (I don't recall if Jim had an opinion one way or the other...)

Noel seemed to think it was necessary to describe each system in detail, effectively limiting the largest empires to a dozen or so systems. I had always pictured it as a Star Wars type thing, with vast galaxy-spanning territories of indeterminite size and hundreds (thousands?) of inhabited worlds.

2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules.  Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.

Not necessarily. The hyperspace engines detailed in Starmada may be of limited range, allowing ships to get away from battle but still need jump lanes/points to get across vast distances.

3) Logistics, this could help explain why the Federation was able to play their game for as long as they could.  I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost.

On a side/related note, I still plan on reintroducing SovStars, and it will be much closer to the first edition than the second edition TI supplement.

As an aside, I think VBAM is great, it's the right "here is your empire, have a nice day" rule set that feels epic, but the more complicated rules seem to go into to much detail and can be frustrating when you want the bigger picture.

Exactly why I think there's room for a more abstracted game like SovStars...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Canon Background

cricket wrote:

That was a matter of contention between me and Noel (I don't recall if Jim had an opinion one way or the other...)

"contention" may be too strong a word.  lol

cricket wrote:

Noel seemed to think it was necessary to describe each system in detail, effectively limiting the largest empires to a dozen or so systems. I had always pictured it as a Star Wars type thing, with vast galaxy-spanning territories of indeterminite size and hundreds (thousands?) of inhabited worlds.

Yes, I wanted a stronger feel to things to really understand the contest...

And the Stars Wars universe just bugs me cause everything seems like it is right next to each other and the same worlds get talked about over and over again... there are apparently gobs of them (look at the Senate) and only the same 10 or so ever matter... good for simply story telling but lousy for making me feel like there is meaningful thought there.

Probably why I am a VBAM junkie. :twisted:

(but at least I don't map all the individual planets in each system... or all the other possible painful detail.)

Re: Canon Background

Taking things newest to oldest:

cricket wrote:

Noel seemed to think it was necessary to describe each system in detail, effectively limiting the largest empires to a dozen or so systems. I had always pictured it as a Star Wars type thing, with vast galaxy-spanning territories of indeterminite size and hundreds (thousands?) of inhabited worlds.


Yes, I wanted a stronger feel to things to really understand the contest...

And the Stars Wars universe just bugs me cause everything seems like it is right next to each other and the same worlds get talked about over and over again... there are apparently gobs of them (look at the Senate) and only the same 10 or so ever matter... good for simply story telling but lousy for making me feel like there is meaningful thought there.

Probably why I am a VBAM junkie. 

(but at least I don't map all the individual planets in each system... or all the other possible painful detail.)

I think that there's a way to have your cake and eat it too.  Stay with me for a few moments.  Once you get a "suffently large" map area, you're going to give up details.  Look at any strategic level WW2 game.  So you could use providences that have a level of development, economic resources, all that good stuff and then generate a set of statistics from that. 

For example you could have a lightly populated sector that'd make logistics harder while at the same time making it easier to hide fleets.  This would make stronger use of the encounter table to drive results, but would also allow for a fleet in being strategy, you find a few sectors that make detection harder and then use hit and run attacks on their infrastructure. 

However it'd abstract the "operational art" i.e. the kewl shizzel that I love in a game.  Not saying it wouldn't be interesting and might be the only way to operate a Really Big Game (TM).  If there's one thing worse than counter overload, I don't know what it is.  Then again you're talking to someone who doesn't nessarly think that 3d STRATEGIC games are impossible.





Quote:

2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules. Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.



Not necessarily. The hyperspace engines detailed in Starmada may be of limited range, allowing ships to get away from battle but still need jump lanes/points to get across vast distances.

Quote:

3) Logistics, this could help explain why the Federation was able to play their game for as long as they could. I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost.



On a side/related note, I still plan on reintroducing SovStars, and it will be much closer to the first edition than the second edition TI supplement.

Quote:

As an aside, I think VBAM is great, it's the right "here is your empire, have a nice day" rule set that feels epic, but the more complicated rules seem to go into to much detail and can be frustrating when you want the bigger picture.



Exactly why I think there's room for a more abstracted game like SovStars...

Limited range jump drive brings up the same question that Battletech never really answered for me.  If you can only jump 30 ly per jump, why not just jump into deep space, keep doing that until you get to the other guy's capital and waste it?

I'm happy that SovStars is comming back, but I think that if you're going to remove that much detail, the idea of really looking at each planet is a bit myopic.  It might be more useful to just say that there are different types of sectors that you can develop.  You can give sectors critital spots that you can fight over, or even "build" an important planet.  I think that'd work. 

However a more militant/operational game would need a harder focus.

Kodiak wrote:
Taltos,

That's part of what I'm trying to figure out too. I see some possiblities with the Expanse comming for humanity, the Dragons showing up, or even an Alliance civil war or something happening in the Commonwealth between the Imperium and the Federation. In putting that together, I'm looking for several bits of info:

1) size of the empires, are we talking about a few star systems, or many many star systems?


Now that is a question that needs time.
I remember discussing this with King Dan in the past and the idea was for a the Imperium to be a far flung expanse. The Arcturan Federation is supposed to be based at Arcturus (Alpha Bootis), right? While that isn't "right next door", it isn't too far. Still...

Which systems are settled, which explored, which sentried?

Arcturus is only 36 ly from Sol.  It depends on how far you can jump, that might be right next door.  It'd also give a very narrow Commonwealth area if Earth is to have any depth at all for defenses.  Fleet in being strategy works when you have someplace you can be.

Kodiak wrote:

2) FTL drive nature, as far as I can tell the only rules that we've seen are in the jumping out rules. Given the Imperium/Federation war background, it has to be hard to force a decisive battle.
I think this means that the concept of jump point assaults is out.
So a jump lane system might be out too.



Maybe, maybe not.

Depending upon the official nature of Starmada jump engines... a "lane" may simply represent a possible corridor for a single campaign turn's jump range.

from that...

Kodiak wrote:

3) Logistics, this could help explain why the Federation was able to play their game for as long as they could. I remember when the first Sovereign Stars demo came out and it seems really explicit what the Federation Adm. did, cut a supply depot and skyrocketed the logistics cost. 


You could get an option for laying in modified (more stringent) supply rules so that with cut jump lanes and you get exactly the effect implied in the history.

I agree that the idea of a lane might be a mapping convention, it might just be that I'm more of a open space kind of guy, but if we did assume that that it represented just the amount you could jump in a turn, I think that you'd need to keep cutting the jump lane every turn, otherwise it should "grow back"

Hope that's not too confusing.
-K

Re: Canon Background

Kodiak wrote:

I think that there's a way to have your cake and eat it too.  Stay with me for a few moments.  Once you get a "suffently large" map area, you're going to give up details.  Look at any strategic level WW2 game.  So you could use providences that have a level of development, economic resources, all that good stuff and then generate a set of statistics from that.

What might be interesting would be to work up several sectors in VBAM terms and then see how easy it would be to crunch the numbers and come up with more simplified stats for use in a game like SovStars...

Noel? smile

Limited range jump drive brings up the same question that Battletech never really answered for me.  If you can only jump 30 ly per jump, why not just jump into deep space, keep doing that until you get to the other guy's capital and waste it?

If you can jump 30 LY each time, I see your point. But if you can only jump 1 LY, and it takes a while for the engines to restart (days? weeks?) and if you need X amount of fuel for each jump... getting across 100 or so LY to get to the capital might not be feasible.

I'm happy that SovStars is comming back, but I think that if you're going to remove that much detail, the idea of really looking at each planet is a bit myopic.  It might be more useful to just say that there are different types of sectors that you can develop.  You can give sectors critital spots that you can fight over, or even "build" an important planet.  I think that'd work.

SovStars never looked at each system. I had always assumed that each hex contained many many stars, only some of which had planets, and only some of them were industrialized to the point of usefulness. When you labelled a hex as "Optimus Prime" for example, that may be just the most important system among many in that hex -- and the resources available to you were an aggregation of those systems' production, not just that of OP itself.

Arcturus is only 36 ly from Sol.  It depends on how far you can jump, that might be right next door.  It'd also give a very narrow Commonwealth area if Earth is to have any depth at all for defenses.  Fleet in being strategy works when you have someplace you can be.

I don't think I ever assumed that the Arcturans were from Arcturus itself... somewhere in the depths of time they were associated with that star and the name stuck.

You're right; I believe Arcturus to be too close to Sol to make a decent-sized operational area.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Canon Background

Okay...time for a Go0gle moment! (dodges the over ripe thrown fruits)

In regards to maximum jump distances or why limited ranges...
A couple things to keep in mind from a theoretical standpoint.

Navigation is based on knowing where you've been and where you're going.  typically knowing this is based on three fixed points in space or having navigational beacons up.  While in normal space, this isn't a problem usually because the navcomps are running a continual update on the changing star positions relative to the direction of travel.
When jumping, it takes time for the navcomp to find the cooresponding stellar indicators or receive whatever navbouy transmission there might be. Hence the establishment of jump lanes...each lane being a surveyed flight path where the stellar cartography has been logged and copied and/or navigational bouys placed with a continual reference signal going out. 
You can't depend on a fixed line of travel because hyperspace or warp may not be a fixed line...depending on the universal physics being applied for the game wink  Blind jumps essentially place you suddenly in an area where all of your points of reference are no longer valid, and if you don't have the proper charts uploaded...or have made a mis-jump....space...a big vasty type of thing with lots and lots of lights and nothings.  :twisted:

With all that useless trivia in mind...the maximum jump distance could be a match to the distance between navbouys or refueling points.  There could also be an element of gravity well distortion/disruption involved that would also necessitate a surveyed jump path to avoid mis-jumping or transdimensional discombobulations. (with that many syllables it can NEVER be a good thing. :shock: )

Jump lanes could be the established wormhole corridors between systems too such as in Honor Harrington, the Flight Engineer, Starfire Universe, etc..  Now FOLD space engines is a whole nuther topic...*insane laughter fading to the back of the closet...*

Re: Canon Background

Cricket,

I think you can have more fun with converting sectors over than just a mechanical in -> out type thing.  You're also looking at more of larger issues, it really depends on what data you need to make it look and feel different.  Really, how should a dense star rich heartland be different than a fringe providence that doesn't have many stars and few of those are populated?

The jump range point gets close to an understanding and works fine if we're going to track starships based on how many months of endurance.  That's fine, We might want to figure out if we can make the turn length long enough that we just base ships at ports or other facilities that can support them and then have them undertake operations from there.  It depends on what is simpler from a paperwork perspective.

Go0gleplex:
I always assumed the Starmada FTL Drive was like the drive in Homeworld or BSG, zip-zang-bang I'm back!  That way you can move any distance you want within a sphere.  Adjusted for gravity stuff, jumping from deep within a star might not be the best option, maybe this would make giant stars fleet bases?

Wtih Harrington you gotta remember that there are other options beyond those wormholes that make the entire thing WAY cool.

Starfire is a very much, you go to point XYZ, go into the warp point and you're in ABC.  same zip-zang-bang, but makes it easy to defend, not the type of thing that works well for fleet in being operations.  Unless you have a butt load of stars, the other guys can't defend any of them well enough to smash a raiding party and/or they have REALLY limited information on where these lines are.


Suggestions:
1) look at The Great Game for 2300, it has some ideas for developing land based provinces, it might be in order to check it out.

I'm sorta getting the idea of something a little more modern than hex tiles just labeled "Marsh" "Forst" "Mountains" "Plains" that you can put tokens on, but not by much for build your own galaxy.

2) Look at Combat Operations for Classic Battletech as an example of how very wrong a game can go, but it does have some interesting logistics rules.

-K

Re: Canon Background

cricket wrote:

I don't think I ever assumed that the Arcturans were from Arcturus itself... somewhere in the depths of time they were associated with that star and the name stuck.


lol
I dispute that, given my memory of an extended discussion of how a campaign map had to build out from the fact that the Arcturans were around Arcturus...  tongue   tongue 

cricket wrote:

You're right; I believe Arcturus to be too close to Sol to make a decent-sized operational area.

And there really are a lot of stars between here and there, and several around Arcturus that make it pretty reliable for campaign fodder, depending upon how deep you want your theaters.

Re: Canon Background

cricket wrote:
Kodiak wrote:

I think that there's a way to have your cake and eat it too.  Stay with me for a few moments.  Once you get a "suffently large" map area, you're going to give up details.  Look at any strategic level WW2 game.  So you could use providences that have a level of development, economic resources, all that good stuff and then generate a set of statistics from that.

What might be interesting would be to work up several sectors in VBAM terms and then see how easy it would be to crunch the numbers and come up with more simplified stats for use in a game like SovStars...

Noel? smile

Doable.

I use a mapping program and plots of near Earth stars to generate the data for my VBAM maps in the coming Stars Divided series. (In fact Arcturus is an occupied world of the Authority. Some serious battles in nearby systems.)

boiling something similar down into Sector divisions could be done....

(I think I know the answer to this)
Political sectors or rigid spacial defined?

Re: Canon Background

Talos,

A lot of stars are junk stars that arn't likely to have Earth like planets.  That's something else to think of when talking about FTL drives.  Sensor ranges are imporant too.

When I mentioned the idea of sectors it was with the idea that they'd be more like binomes than anything else.  For replayability and that good stuff, you could make them hex tiles, the nararative fluff comes during the campaign.

-K

Re: Canon Background

I guess it all really boils down to which FTL physics theorem you're wanting to use. smile

There's five I know of;

1) Wormholes: ship goes from point A to point B.  Well established and fixed route.  (Starmada, Honor Harrington...some others.)

2) Jumping: The engines take advantage of space being somewhat folded or bunched up, moving the ship from one theoretical 'peak' to the next 'peak'.  Unable to be used within gravity wells safely and limited in range due to computational limitations...also a high energy curve needed.  But allows you to go wherever.  (Starblazers, and likely Battlestar Galactica....)

3) Hyperspace: The engines boost the ship into a higher energy state dimension allowing the ship to cover distances at a significant ratio, so one light year in hyperspace is 10 ly in real space or some such thing. It is not instantaneous, so keeping track of your fleets in transit and times of transits can be a pain.  Some instances this plane is non-navigable , so courses are pre-set upon entry (Torch of Honor, Delta Search, Classic Aerotech...pre-clan).  Others allow for minimal deviations from course (B5, Star Wars...).  High energy demands and sometimes a bit finicky about use in a gravity well without a 'gate' point.  (Honor Harrington, Starfist,...etc.)

4) Fold Space: This is a bit of an energy hog also, however travel is instantaneous to any point in the universe...if you can calculate where it is.  The theoretics behind this is that space and time are not linear and that every point exists at the same place as every other point at the same time.  Therefore, it is possible to just simply 'shift' the ship instantaneously without actually moving.  Seriously high physics here and I'm not sure I got all the fiddly stuff down...but enough so you get the gist of it. smile  (I forget which book or anime it was... :oops: )

5) The ever wonderful Warp Drive...which creates a bubble around the ship allowing it to cheat relativity and might be considered an offshoot of case 2 rather than it's own...but....;)

For me...because I'll probably have to educate folks about tactics and strategy if I can get anyone to play here...wormholes are the easiest to use for a campaign style game.  Mainly because it provides a fixed set of choices in how to deal with them and minimize the confusion factor. smile

*goes back to the closet now*

Re: Canon Background

Go0gleplex,

I guess I'm a bit more of a Mahan than you are.  I'm not say that's good or bad, just where I'm comming from.

From my POV, the FTL systems:

1) Wormholes, they limit your options, you can have a little bit of fun with it like Heavy Gear does.

2) Jumping allows you to really do the fleet in being thing, taken to an extreme it makes it impossible to have a real strategy.

3) Hyperspace, depending on the physics/sensor ranges this can be anything you want it to be, more paperwork, but still fun to play around. 

4) Fold Space, this in my view is just another name for Jumping from an applied standpoint.

5) Warp is the easiest to think about, just pull out 5th Fleet, redraw the map and a few other things and presto you have your strategic space combat game:)

You're right about wormholes making the campaign simpler choices that lead to more battles, which is fine if you want something that looks more like a grinding land campaign.

Sorry if I'm comming across as cranky/preachy, my coffee maker broke sad

-K

The K stands for Kranky

Re: Canon Background

Kodiak wrote:

Talos,

A lot of stars are junk stars that arn't likely to have Earth like planets.  That's something else to think of when talking about FTL drives.

Right. I was figuring (after checking with others if it ever got that far) on picking out a sector,  generating 3-5 systems out of 10 or more and then using that information.

Kodiak wrote:

Sensor ranges are imporant too.

Not necessarily... at the distances we are talking about. Within the same sector maybe.

That is a level of detail for another day...

Kodiak wrote:

When I mentioned the idea of sectors it was with the idea that they'd be more like binomes than anything else.  For replayability and that good stuff, you could make them hex tiles, the nararative fluff comes during the campaign.
-K

Now are you are talking about two different things... SovStars style tiles that are just nebulous regions not tied to anything in particular so the "terrain" always changes, or are we talking about "the" Starmada setting which would by its nature be largely be static?

But I know Dan has a lot of work done in this area... more towards the replay angle if I understand it right...

Re: Canon Background

Talos,

Maybe the best way to think about a sector is that it's a little more unifed.  After a certain point it makes more sense to talk about California rather than a summation of LA+San Jose+San Fran+Reno+all the other freaking cities there.

So we're really not concerned about the specific details, but a larger overview.

Sensor ranges as linked to movement, how much can I know about what's going on?  If I can use a jump lane to enter into a system, but you can't detect me, then I can hide in the ort cloud and pay you a visit every now and then:)  It becomes 100% critital when looking at warp or hyperspace FTL.

As to the tiles.  I think that it can work as an offical universe map, but you can use the same idea to make a semi-random universe for people to play in too. 

-K

Awake but still no coffee.  Damn it.

Re: Canon Background

Naw...that's okay Kodiak. smile I just get hung up on details about some stuff at times. *chuckle*  I just used the books and such for reference types but the theoretical physics on it are real.

In fact someone had a link about them doing hyperspace research either here or over on SCN that was modeling the case 4.  Everywhere and everywhen exists simultaneously or something...turns out a german homebrew scientist thunk all this up back in 1951 or so and they laughed him outta the room because noone could follow the math he was using. (a really abridged synopsis there.)

Like I said...I'll HAVE to start out with the wormhole system.  I'd love to do the other though. Have a star map with 500 detailed star systems I did up 15 years ago just itching to be used here.  :twisted:

Re: Canon Background

Yeah, the Hiem space idea is interesting and does some nifty stuff.  It all boils down to the story you want to tell.  Unless you're the masocistic character writers like they have over at BSG.  But even then a wormhole universe wouldn't allow them to just do a jump "thatta way"

When it comes down to it if I need psycic females to pull off the strategic environment or hot tea, I will use them.  However it really depends on how you want things to work and what contraints you want.

That's the bitch of the thing when it comes to new sci-fi backgrounds, you have too many options.


points to whoever gets those references (psycic females and hot tea).

-K

Awake AND cafinated

Re: Canon Background

Kodiak wrote:

Talos,

Maybe the best way to think about a sector is that it's a little more unifed.  After a certain point it makes more sense to talk about California rather than a summation of LA+San Jose+San Fran+Reno+all the other freaking cities there.

So we're really not concerned about the specific details, but a larger overview.

No argument there... I was saying the same without the detail behind it.  smile

Was just offering "generated" stats from a handful of systems can provide value that is either
a) more diffuse throughout the sector
or
b) the other systems don't apply any practical value (no planets, whatever)
The explanation for it I leave in other hands.

Kodiak wrote:

Sensor ranges as linked to movement, how much can I know about what's going on?  If I can use a jump lane to enter into a system, but you can't detect me, then I can hide in the ort cloud and pay you a visit every now and then:)  It becomes 100% critital when looking at warp or hyperspace FTL.

Ah, I see that as a separate discussion from jump capability and sector values. Hence my confusion.

Kodiak wrote:

As to the tiles.  I think that it can work as an offical universe map, but you can use the same idea to make a semi-random universe for people to play in too.

Valid point that...