Star Trek Sim, Rules and Guidelines

Re: Star Trek Sim, Rules and Guidelines

Postby BigJKU316 » Wed Jun 23, 2010 2:43 am

A few new supply and troop rules to tweak things.

Combat Ships (Consumable Stores)

1. All ships were classified by type in the latest Janes update as a Destroyer, Frigate, Cruiser, Battle Cruiser or Battleship. Supply duration simply runs down those categories and is determined by the number of major engagements

Battleship- 5 Engagements
Battlecruiser- 4 Engagements
Cruiser- 3 Engagements
Frigates/Destroyers- 2 Engagements

2. Each ship can resupply 2 of the ships below it in class following a combat action for the loss of one of its rounds of supply. For example a battleship can resupply 2 Battlecruisers, 4 Cruisers or 8 Destroyers for an additional round of combat.

3. When ships are caught short of supply they simply lose their long range torpedo firepower to represent that they no longer have torpedoes avaliable to them.



Fleeting up Troops

*Deleted due to subsequent revision to SS*
Last edited by BigJKU316 on Mon Jan 24, 2011 2:07 pm, edited 1 time in total.
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Re: Star Trek Sim, Rules and Guidelines

Postby BigJKU316 » Fri Aug 06, 2010 1:24 pm

Planetary Shields

Planetary Shield systems can now be developed for your major and minor planets. For every credit you invest in the system you will gain protection against two ratings of attack. To illustrate:

If you spend 500,000 credits your shield would be rated against 1,000,000 combat points (defined as the short range firepower of a fleet). Any fleet of less power than that would be unable to deplete the shield faster than it can regenerate and would effectively be unable to damage it.

While the shields are operative on a planet you cannot bombard its surface or launch an invasion. Orbital installations are not protected by this (shipyards and space-stations).


Invasion and Blockade of Shielded Planets

You cannot invade a planet until its shield is destroyed. You cannot starve out the occupants. Planets are assumed to be self-sufficient.

A planet that has its shields up to resist an active attack contributes nothing to your economy until the blockade is relieved or the enemy leaves of its own accord.


Destroying a Shield

If you possess firepower in excess of the shields rating (you can scan the rating from in the system once it is in operation) then you can start to take down the shield, which can be a long or short process.

A shields rating is expressed basically by dividing its total output by 1 million (the smallest shield allowed). So a 5 million-unit shield is rated as a 5 for game purposes.

The rate of attrition is determined by dividing the combat power of the fleet by the rating of the shield. If the fleet is rated at 5.01 million it would reduce the shield by 1 unit per week, destroying it when it reached 0 during the 5th week.

This would be the case up to 10 million combat power for the fleet, when it would then reduce the shield by 2 ratings points per week, destroying it after 2.5 weeks.

If a fleet leaves before a shield is destroyed either of its own free will or because it is driven off in battle the shield returns to its full strength.

If your fleet is equipped with Plasma Torpedoes, Tri-Cobalt devices or some other such demolition weapon your attack rating is modified upwards. Tri-Cobalts are cheap to develop and deploy so if you want the bonus you should bite the bullet and do the work.

Special Supply Rules for Attacking a Shield

Attacking a shield uses up a large quantity of torpedoes and energy (in the form of anti-matter to power the beam weapons). You must have a fleet in supply to assault a shielded world. It must have clear supply lines back to the nearest logistical base in your empire or to a supply depot you have constructed.



Trade Rules

Circuitous Trade Routes

Trade is highly difficult when the ships cannot transit directly between two points. Cost associated with the contracts, the capabilities of the trade ships themselves and the value of the goods being ship are all dictated by the cost of moving the goods through space.

Trade is assumed to occur along a direct line between the two appointed gateways designated by each empire. If you are denied direct transit of trade ships for some reason or another and have to dictate an alternate route then trade will lose its value according to the following method.

Draw a line between the two gateways, this is your base distance in light years. Now draw the line around the route you propose to take. This is the circuitous distance.

If the circuitous distance is more than twice the distance normally traveled then the value of the trade route drops by 50%.

If it is more than 4 times the distance normally traveled the trade route is considered economically unviable and must be cancelled.
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Re: Star Trek Sim, Rules and Guidelines

Postby BigJKU316 » Mon Sep 27, 2010 3:34 pm

On Colonies

If you choose not to fund the colonies before they reach completion (20 years) they will evolve backwards due to lack of funding 1 year for every year they are not funded. You can pick them back up at any time, but must pay to advance them again.
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Re: Star Trek Sim, Rules and Guidelines

Postby BigJKU316 » Thu Feb 03, 2011 9:56 pm

Some questions posed so I worked this up for everyone and sometimes I have rules articulated in thoughts and emails and not in one place.

Ground Combat and Invasions Clarification

Troop cost has dropped a ton IF IF IF you keep them deployed on your major worlds. It is now cheap to do that and expensive to put troops on other worlds, either your minor worlds not set up to support the deployments or other powers worlds in an offensive capacity. This will have a couple of impacts.

1. It will make major worlds MUCH harder to take away from someone. This is a good thing in my view.

2. It will make minor worlds a lot simpler to take, as both powers have to deploy troops to there and support them with supply lines. This will add some depth to the game as well.

Here is how it works.

Getting troops moving

Troops deployed in your major worlds are considered garrisoned. Any troops to the right of the bases listed in the bases and army sheet are considered garrisoned and priced accordingly.

If you want to attack someone, defend one of your minor worlds, or just have troops as part of a fleet just in case (in beta I replaced starfleet security with them essentially because I was looking for someone who might be....wel competent at securing a starship) then you are working in cells D58. That assigns troops to that fleet, which can now move them around.

Invasions

When you launch your invasion, or simply drop your troops on some minor world to assert your dominance and alpha maleness you can't just leave them there to eat bugs. They need supplies. So long as they are not on a major world of yours you will have to keep either sufficient transports or a portion of your fleet assigned to supply them. This is why you need transports on some level. Obviously having your combat ships run supplies back and forth is not an efficient use of their time. If you choose to do this your fleet is pretty much stuck supporting those troops and running back and forth to supply bases. At any given time some portion of it will be on hand to fight at various places along the way but never all of it.

The moral of the story...use transports for major invasions. Assign enough and drop your troops off leaving the fleet free for action.

Loss of Supply

Troops out of supply will degrade by one combat level every 3 months until they finally surrender or die. Supply is considered lost when an enemy fleet sits astride the supply line or no ships are assigned to provide supply.

Transports are unarmed. You will lose 1/3rd of them if an enemy fleet takes control of the space around the world on which your troops are deployed and another 1/3rd if you lose control of the world from which you are drawing supplies. The rest will revert to your transport pool. If troops are not destoryed all transports are considered co-located with the fleet and can only be attacked if your fleet is defeated.
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Re: Star Trek Sim, Rules and Guidelines

Postby Lt. Staplic » Tue Feb 08, 2011 4:49 pm

Alrighty, we have some new rules, kinda. These will take effect following this year in Beta (so when I send sheets back out again). Alpha will be waiting to implement these until ground combat becomes more important.

Essentially we are adding a system for the Powered Armors. There have been several projects in both Alpha and Beta to produce Powered Armor of one form or another so now we're going to standardize the system with a fixed set of inputs and use a version of the DITL Calculator to give us the same information we get for ships.

From now on designing a Powered Armor will be done on a new sheet that we've made in order to keep everything internally consistent. Anyone who has already designed a powered armor will need to re-design it/put their specs for it into the calculator. They will then be credited the time and cost of their project and will just have to make up any difference.

see the Guide to the Powered Armor Designer thread for more details on the fields and options themselves.
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