Citizens of the Imperium

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bikewrench December 17th, 2007 12:02 AM

Playtest V3 Chatter
I see that we have ship construction and combat rules.
They revised the generation system abit.

They do seem to be listening to some of the criticism at least.

Everything is looking pretty darn close to what I was hoping for.
Time to build some ships and some planets and some beasties.
Then gun them down.:)

aramis December 17th, 2007 03:55 AM

I find the power system excellent, if one completely ignores the information on how much is produced and required by the drives....

I posted a proposed "fix" of MDrives taking 1 point of power per letter (A=1, K=10 since I is skipped, etc), JDrives 5 per letter, and max power accumulated = 6xPP, with PP producing letter value per turn.

This made it play quite well... The NPC Type T (undermanned: no gunners/marines, since the PC's captured them two sessions ago) blew their power plant on turn 1 due to a failed attempt to boost it... and missed with all shots due to bad rolls. PC's (with a couple Gunner 2's) wiped the walls with them despite the loss of Power for a turn.

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