Author Topic: Q&A: Developer's Corner 2.0  (Read 51529 times)

Offline SWSF Hoppus

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Q&A: Developer's Corner 2.0
« on: June 28, 2012, 05:32:40 PM »
For all of your questions about rules, specifications, and other items having to do with GCW: Twilight of the Empire gameplay.



Q: When choosing Fleet Escorts as part of our starting 23 CP Fleet are we restricted to STOCK technology, or can we choose freely from fighters/auxiliary craft? eg. for Rebels, can we choose 3 X-Wing Squads? Or would we have to choose 3 Z95 squads?
A: Players get 23 CPs worth of CAPITAL SHIPS at the start of the game. Fleet Escorts are considered "bonus" so must consist of stock units.

Q: Are we allowed to use the starting 2000 KCs only for facility construction? Or can some be saved and used to manufacture other units?
A: The 2000 KCs is *recommended* to be used for facilities only, but if you want to buy units go ahead.
« Last Edit: June 29, 2012, 10:33:31 AM by GCW Hoppus »

Offline SWSF Hoppus

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Re: Q&A: Developer's Corner 2.0
« Reply #1 on: June 28, 2012, 05:35:09 PM »
First question!

Q: When choosing Fleet Escorts as part of our starting 23 CP Fleet are we restricted to STOCK technology, or can we choose freely from fighters/auxiliary craft? eg. for Rebels, can we choose 3 X-Wing Squads? Or would we have to choose 3 Z95 squads?

Q: Are we allowed to use the starting 2000 KCs only for facility construction? Or can some be saved and used to manufacture other units?

Offline SWSF Hale

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Re: Q&A: Developer's Corner 2.0
« Reply #2 on: June 28, 2012, 09:25:40 PM »
Q1: Players get 23 CPs worth of CAPITAL SHIPS at the start of the game. Fleet Escorts are considered "bonus" so must consist of stock units.

Q2: The 2000 KCs is *recommended* to be used for facilities only, but if you want to buy units go ahead.
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Offline Dementat

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Re: Q&A: Developer's Corner 2.0
« Reply #3 on: July 03, 2012, 01:10:54 AM »
Q1: What happened to the expansion rules?

Q2: What were the limits on ground facilities?
« Last Edit: July 03, 2012, 01:12:30 AM by Dementat »
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Offline SWSF Hale

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Re: Q&A: Developer's Corner 2.0
« Reply #4 on: July 03, 2012, 08:56:10 AM »
Q1: The old Expansion rules were done away with, and I have not written the news ones yet yet. The new method of expanding to another world will be done via three ways:
EXPANSION -- Bring your Hero Unit to a Barren World or a system that has had its PDF completely destroyed and build a ground facility there. Once the ground facility has been built, you can acquire the system bonuses.
CONQUEST -- This is a Mission for Officers that enables you to battle a PDF and set up a big shop afterwards to solidify your control over the planet.
DIPLOMACY -- This is a Mission for Leaders that enables you to take over a planet diplomatically without shots fired.

Q2: (2) Ground facilities per Ground Grid.
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Offline Ramano

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Re: Q&A: Developer's Corner 2.0
« Reply #5 on: July 03, 2012, 10:09:24 AM »
Please note, neutral planets are not limited to the PDF rules players are. Some planets have way more then 2 facilities per grid. Keep this in mind before attacking.

Offline Erasmar

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Re: Q&A: Developer's Corner 2.0
« Reply #6 on: July 05, 2012, 03:57:43 PM »
Q: Probably already covered at some point in the OOC thread, but if we purchase an upgrade to our hero to expand their CP to start, does that give us 24 CP for our fleet, or since the game begins at that point, do we still only have 23 CP for our starting fleet + 1 CP going forward? (Can my starting fleet be 24 CP if I spend the 1000 kc?)
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Offline SWSF Hale

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Re: Q&A: Developer's Corner 2.0
« Reply #7 on: July 05, 2012, 04:38:21 PM »
A: Yes, the ability to upgrade your Hero on an Action Day even began on the First Action Day, and the upgrade is effective immediately. Therefore if you have an Hero with a +1 CP bonus, you would have 24 CPs total at the start.
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Offline SWSF Hale

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Re: Q&A: Developer's Corner 2.0
« Reply #8 on: July 05, 2012, 04:53:48 PM »
Rules Update:

Quote
Ground PDF and RGF
Ground PDFs are limited to facilities, that is, only the units that can be housed in a facility are the ones that can be permanently stationed there. Reserve Guard Forces (RGF) would be the equivalent to National Guard units employed by many nations today. Ground RGFs are comprised of entirely stock units at first but can be upgraded if a player so chooses, and they are always "active". The RGF has the following standing limits: 1 Starfighter Squadron, 100 Infantry Squads, and 10 GAVs, to be placed in any Ground Grid with a facility.
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Offline Dementat

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Re: Q&A: Developer's Corner 2.0
« Reply #9 on: July 06, 2012, 01:18:51 AM »
Q: How is hyperspace travel calculated without an embedded calculator?
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Offline SWSF Hale

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Re: Q&A: Developer's Corner 2.0
« Reply #10 on: July 06, 2012, 01:42:29 AM »
A: I imagine Empier has that request at the top of his in-box. He needs to add it to the forum. In the meantime, go to the Ashes of the Alliance thread and click "new topic", the NaviComputer drop-down is there. As soon as you're done with the topic just exit out. Easy.
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Offline SWSF Hoppus

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Re: Q&A: Developer's Corner 2.0
« Reply #11 on: July 06, 2012, 08:35:03 AM »
I have sent the code to Empier he just needs to update the server, he's a pretty busy dude but he will get it done soon :)

Offline SWSF Hale

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Re: Q&A: Developer's Corner 2.0
« Reply #12 on: July 06, 2012, 09:09:05 PM »
Rules Update:
Summary -- Tractor Beams are now affected by UCR.

Quote
Tractor Beams
Capital ships with tractor beam projectors are capable of physically controlling another vessel of lesser size. The length of control for tractors are posted on each unit specification. Typically 1 tractor beam projector has 100m of control. Auxiliary tractor beam projectors has 25m of control. To determine the amount of tractor control, calculate the length as you would damage using UCR. A ship is under the control of tractor beams when the length of the ship is exceeded by projectors (i.e. 2 tractor beam projectors at UCR 7 [200m], would have control of a Corvette [150m]). If a ship is under complete tractor control, it can be dragged, pushed, or pulled up to 1 grid space away and can be taken into hyperspace. Once a ship has been fully tractored, it has a UCR of 1. In the Order of Battle, Tractor Beam operations come last (so on an initial post using tractor beams, ship cannot tractor their target first and shoot second to take advantage of their new ultra-low UCR).

Example.
1. ISD Devastator projects 10 Tractor Beams onto CORV Tantive IV. UCR 3/7 = 0.428 x 1000m = 428 meters held.
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Offline SWSF Hale

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Re: Q&A: Developer's Corner 2.0
« Reply #13 on: July 16, 2012, 10:41:14 AM »
GM Advisory
Everyone's been asking me about the accessibility of Independent technology for the main factions, so just to reiterate the rules, let me quote them:
Quote
Episode II: Twilight of the Empire | Factions, Strongholds, Bonus PDF Units, and Available Technology
Galactic Empire: Coruscant [1 SSD] The GE in Twilight of the Empire represents the faction that controls Coruscant and still maintains a vast swath of the galaxy as "the real Empire". The GE is full of warlords, Admirals, and Moffs that fancy themselves as masters of their own Empires. GE Players may only use Imperial technology.
Imperial Remnant: Bastion [1 ISD-II] The IR is a splinter faction of the GE that acknowledges the death of Palpatine and has set up a continuance government in the form of the Council of Moffs, headed by a Supreme Executor. Politically, the IR is more "reformed" from the hardline New Order, and so many policies such as the Tarkin Doctrine are ignored. IR Players may use full Imperial tech and the Venator-class.
New Republic: Mon Calamari [1 MC-90] The New Republic is the official government that has superseded the Rebellion and is headquartered at Mon Calamari, where its shipyards continue to serve the NR faithfully. NR Players are servants to the greater cause: restoring the Republic, and so they obey the orders handed down to them. NR Players may only use Republic/Rebel technology.
Rebel Alliance: Endor [1 MC-90] The Rebel Alliance is a continuation of the organization that fought against the Empire but are no longer serving the government that is the New Republic. While both the NR and RA want to see the Republic restored, the RA wants to do it on their own terms. RA Players may use both Rebel technology and full Independent technology.
Trade Federation: Mustafar [1 DHC] The Trade Federation is a reassembly of the major players that survived the Galactic Civil War, and wish to reform the original Trade Federation of the Clone Wars into a modern fighting force. With headquarters on Mustafar, the new TF has abandoned Cato Nemoidia entirely as is managed exclusively by humans and other humanoids. TF Players may only use TF technology.
Hutt Syndicate: Nal Hutta & Nar Shaddaa [1 VNSD + 1 PBC] While perhaps not a true military-political faction with an overarching government, the Hutt Syndicate maintains considerable power inside Hutt Space and is a dominant player in galactic affairs. Using the Hutt Syndicate Network to their advantage, HS players can increase their wealth as well as influence the economics of the galaxy. HS Players may only use HS and Independent technology.
Hapes Consortium: Hapes [Star Home, 1 CFC, 2 HPB, 3 NBCs] The Hapes Consortium represents dozens of star systems that have maintained a strict isolationist policy throughout the Galactic Civil War...until now. HC Players may only use HC technology.
Corporate Sector Authority: Bonadan [1 VSD + 2 MCCs] Aligned with the Empire during the Galactic Civil War, the CSA has now fully separated from the Empire since the death of Palpatine and is the sovereign faction of the Corporate Sector. CSA Players my use Independent technology and VSD-I's.
Independents: Tatooine [4 DREADs] Belonging to nobody, Tatooine serves as an Intergalactic Amnesty planet where anyone can go and do whatever they want.
Outer Rim Coalition: Vergesso Asteroids [4 ORC-ABs + 4 ORC-CORVs] The ORC is the dominant underworld organization of the Outer Rim. With its headquarters located in the Vergesso Asteroids, they frequently launch raids to nearby planets and even Core Worlds. ORC Players may only use ORC technology.

Facilities are included with your available technology, so if you can only build NR tech for example, you can only build NR facilities. The only exception to this rule is the Delta Multipurpose Base, which can be built by anybody. If you see another player building Independent tech, it might be because that player has access to it like the Rebel Alliance. If you have built Independent technology that you are not allowed to build, then please refund the money and backlog your constructions so that everything works out. Thank you for your cooperation.
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Offline SWSF Hoppus

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Re: Q&A: Developer's Corner 2.0
« Reply #14 on: July 16, 2012, 11:24:35 AM »
Okay but Imperial nor NR have access to any facility like a Beta Complex (decent troops, GAVs, price)