Star trek - Dark Future

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 New Trade routes and Raiding rules.

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PostSubject: New Trade routes and Raiding rules.   Sat Jan 28, 2012 7:45 am

So the train of thought on this at present is that I will dispense of the annoying lines destroying are beautiful star maps and simply state you have X amount of trade routes open to X empire and you simply fill the slots. This makes my own and your lives easier and clears the maps of random space debris.

Raiding...

Gonna make this easy for you and I to do should you decide to participate in a little piracy. If a Attack squadron is parked on one of your empire squares they can raid passing trade vessels.

Credits gained from trade divided between total empire squares = credits gained from raiding a sector, even a system-less one.

Seems unfair? thems the downfalls for having large empires and dominating the alpha quadrant bounce

To counter this have some of your awesome Mk2 Defence fleets primed and ready to intercept raiding fleets, with the new Mk2 ability to buzz happily around your empire at whim and it not that much of a problem unless they are static and guarding systems.

Oh yes, gone will be set movement actions, no need to limit if a squadron of vessels is allowed to move or not, a silly notion anyway.

Again still in play test phase, but yet again something to think about.




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Constantine
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PostSubject: Re: New Trade routes and Raiding rules.   Sat Jan 28, 2012 8:41 pm

This one I think makes sense. Theres got to be a balance between simplicity and realism.
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PostSubject: Re: New Trade routes and Raiding rules.   Sat Jan 28, 2012 8:53 pm

Thinking this one again, does the raiding fleet actually need to pick a sector to actually raid? I would have thought that raiding would consist of the raiding fleet breaking up into single ships or small packs.

Perhaps there could simply be a raid order and the target empire? Theres no need to actually position the ships as they would infiltrate and raid where they could. Defensive fleets would have I'd guess a minor chance to detect them, but they could be given a convoy defence order, which would make them effective against raiding, but remove them from the defence of any invasion as they would be assigned to actively locating raider and also escorting trade convoys.
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PostSubject: Re: New Trade routes and Raiding rules.   Sun Jan 29, 2012 2:24 am

AH OK SEEMS FAIR. he nods as a yes man. rather than turning in my turn submissions honestly i'll just copy which ever one seems to suit and change the number accordingly. AT out
edit: oh yeah it was me who stole the sword of kahliss, was me that started the genetic warfare thing, i got the first mk2 vessel, and my intel has been pwning the gorn and klingons, i was set for more but seems i'm screwed. so i now treat you as i treat my cats, i require kisses first, then the explanation and if its not good more kisses followed by tunamayo. possibly pancakes..

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PostSubject: Re: New Trade routes and Raiding rules.   Sun Jan 29, 2012 4:37 am

hehe, we don't believe your romulan lies!

As for the trade routes thing, ill be restructuring the turn sheet to show this available trade routes to other empires and any you have will automatically be entered for you.

Thinking this one again, does the raiding fleet actually need to pick a sector to actually raid? I would have thought that raiding would consist of the raiding fleet breaking up into single ships or small packs.

Perhaps there could simply be a raid order and the target empire? Theres no need to actually position the ships as they would infiltrate and raid where they could. Defensive fleets would have I'd guess a minor chance to detect them, but they could be given a convoy defense order, which would make them effective against raiding, but remove them from the defense of any invasion as they would be assigned to actively locating raider and also escorting trade convoys.


Interesting idea. However i was thinking the attack squadron(s) raiding would need to be next too or in the empire they are targeting, otherwise for example The Ktarians could raid the Romulans and vice versa which would seem unrealistic without having first traversed space to reach target empire.

As for the Defense order which would effectively be the equivalent of the INTERCEPT order we have at present however this could be defined sepratly to just focus on raiding parties?

Also what benefit is stopping the raid, would their be a battle? I think their should be. Or not?
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PostSubject: Re: New Trade routes and Raiding rules.   Sun Jan 29, 2012 6:41 am

Yes, I agree that if not adjacent there needs to be some measures in place. What if they need to spend one turn mustering/staging in the adjacent empire. They must obviously have the empires permission. They should also need to have some base/HQ for supplies/coordination. I also think they forces used to defend against raids should not be avaliable for defence of their empire. As they would be tasked to patrol / escort trade routes. Just some ideas.

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PostSubject: Re: New Trade routes and Raiding rules.   Sun Jan 29, 2012 6:44 am

I think there should not be a battle as such. As raids / convoy attacks would represent a sort of attrition. I'm thinking of the sort of convoy campaigns in WWII in the Atlantic. There would be losses on either side and a loss in trade depending on how the campaign goes.
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PostSubject: Re: New Trade routes and Raiding rules.   Sun Jan 29, 2012 7:00 am

Ok this seems like a good idea, a squadron(s) will need to place itself adjacent to the target empires territory and we imagine they start flying into the targets space raiding convoys and trade ships from there base of operations. The action taking a turn to prepare is a good idea too. This allows a target empire to potentially spot such preparations for raiding and deal with the squadron(s) on their border and strike at the raiders. Alternatively squadrons of the target empire could simply have vessels on convoy duty and disrupt there attempts that way.

There is a set formula for raiding and intercepting within the 'Birth of the federation' game and this can be used to determine success or failure of raiding attempts and ships attempting to stop them.
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Argel Tal
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PostSubject: Re: New Trade routes and Raiding rules.   Tue Jan 31, 2012 6:32 pm

i mean the first chapter here and sorry being sheldon again.
thusly eliminating any reason for inter player relations.....If you can automatically set up your defence for anything whats the point in making freinds? or enemies? we can just sit here twiddling our thumbs looking at pretty videos? hmmm, this is why i play OLD games

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PostSubject: Re: New Trade routes and Raiding rules.   Tue Feb 07, 2012 5:04 am

Indeed you are right. But the ability to set up fleets with intercept meant that you had a chance of stopping raiders anyway.

Despite all the promised changes, raiding is going to have to stay the same for now, original rules still apply.
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