lets see how well your boarding goes with a single hermes for firepower

this way you can rely on missiles more than ever.. only looted ones of course

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you understimate the uberness of a mistral full of missiles... a TSM...only fly trading ships!
ill have to try thissomeone else wrote:
you understimate the uberness of a mistral full of missiles... a TSM...
Fair enough.Threesixtyci wrote:No usage of the suit repair laser...
Yep, something like that sounds ok.maphys wrote:Maybe limit your non-ammo choices - say only PAC and IREs? And maybe flaks on larger ships. So on a Battleship all you get are EBCs, GCs and Flaks. I guess you need to balance practicality and sadism here. How about:
Class .......... Ammo based or
M5 ............ IRE
M4 ............ IRE
M3 ............ IRE, PAC
M6 ............ IRE, ID, IPG, PAC
M7 ............ PAC, ID, IPG, Flak
M1/2 ........ PAC, IPG, Flak, PRG
Tempting..mattjenko wrote:No killing by your own hand, everything to be done from Ranger command centre.
Perish the thought..Olterin wrote:-There shall be no haxploits (i.e. no cloning or other obvious stuff)
Only addition I can think of to do this properly is to figure out some way to simulate paying said mercenaries... If they're risking life and limb to protect your bastu, they're probably going to insist on some form of payment on a regular schedule.NUKLEAR-SLUG wrote: Combat: Untrained in the arts of war I've no idea how to fly a combat ship at present more than to get it from A -> B, so I'll be needing to hire mercenary fighterjocks to fight on my behalf. Let's see how rubbish this autopilot really is! (Megamolanius/mattjenko)
could be solved by buying a freight load of quantum tubes or something else low space/high cost item and then blowing it upAlkadari wrote:Only addition I can think of to do this properly is to figure out some way to simulate paying said mercenaries... If they're risking life and limb to protect your bastu, they're probably going to insist on some form of payment on a regular schedule.NUKLEAR-SLUG wrote: Combat: Untrained in the arts of war I've no idea how to fly a combat ship at present more than to get it from A -> B, so I'll be needing to hire mercenary fighterjocks to fight on my behalf. Let's see how rubbish this autopilot really is! (Megamolanius/mattjenko)
Here's an idea. Fight, but don't let your combat rank ever exceed your trade rank. Or maybe keep the fight rank a certain number of levels below the trade rank. Some obscure rule about Terrans not being allowed to kill for a living unless properly licensed, which you aren't. Therefore, in any combat, you're ostensibly 'defending' yourself, which is allowed, but if your fight rank ever gets above whatever level you decide in relation to your combat rank, it's 'obvious' you're no longer just a trader and you're taken into Terran custody for breaking the rules, and the game ends.Fightrank: Obviously to do the plots at a given OMG level I'll need to up this at somepoint when I can get 'taught' to fly a combat ship properly. Will need a target to aim for to get 'trained' tho. Free cash value/rank/accomplishment? (vbruzual)
Capping one specimen of the whole Xenon fleet for research purposes? Since they must be the as xenonest as possible they can only be acquired in Xenon Core 023. If you can accomplish this you get a free 5-hours military ship training coupon for your favorite orbital defense station!!! So you can fly your personal combat ship yourself!!!!NUKLEAR-SLUG wrote: Goals: Going to need at least one to achieve 'fighter-trained'. More suggestions welcomed. (BeidAmmikon)
Agreed, no point limiting yourself too much and besides you spin a fine yarn regardless of your iron man rulez. Most of these kind of suggestions just increase the overall micromanagement in your game and what I think most people want is the exciting stuff ie Convoyschelo_boga wrote:Isnt all of this a bit harsh?
Why not do the old Squiddy rules instead? They are hard enough without turning the game into an exercise of frustration.
Besides, and Im sure a lot of people agree with me here, Its not how difficult your rules turn the game into, but how u tell the story that keeps so many of us reading it.
Anyway, whatever rules u choose I wish u the best of lucks!
Besides the start condition most of the rules aren't that exceptional. I know of at least one person in the forum (forgot his name) who played flying a TM and letting his wing do most of the combat, only flinging in the odd missile, and he seemed to enjoy his game.insolent1 wrote:Agreed, no point limiting yourself too much and besides you spin a fine yarn regardless of your iron man rulez. Most of these kind of suggestions just increase the overall micromanagement in your game and what I think most people want is the exciting stuff ie Convoyschelo_boga wrote:Isnt all of this a bit harsh?
Why not do the old Squiddy rules instead? They are hard enough without turning the game into an exercise of frustration.
Besides, and Im sure a lot of people agree with me here, Its not how difficult your rules turn the game into, but how u tell the story that keeps so many of us reading it.
Anyway, whatever rules u choose I wish u the best of lucks!
Not sure how you're going to work that oneNUKLEAR-SLUG wrote:Start ship: Space suit and a pocketful of change. Eep! (Delray)