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Author Topic: WoS Questions and Comments  (Read 9959 times)

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Kwic

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WoS Questions and Comments
« on: June 10, 2014, 09:23:32 PM »

Post any questions or comments here.

Want to see something specific?
Wonder why it is the way it is?
Want to call out the GM?

Here is the spot

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Coriendal

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Re: WoS Questions and Comments
« Reply #1 on: July 27, 2014, 01:45:57 PM »

Could you explain the benefit of tech investment?

Each planet has a tech rating now.  Are we increasing the tech level on every planet, just one, what benefit do we get for investing?
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Kwic

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Re: WoS Questions and Comments
« Reply #2 on: July 28, 2014, 04:55:45 PM »

Technology rating serves 2 purposes.

Average among all planets affects trade income both incoming and outgoing.

Technology levels also will affect the technology of units produced.
Level 2 (star league) will not be able to be produced on low technology worlds.
As determined by tables on the spreadsheet.
« Last Edit: July 28, 2014, 04:56:20 PM by Kwic »
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Coriendal

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Re: WoS Questions and Comments
« Reply #3 on: July 28, 2014, 07:26:55 PM »

Ok, I invest $100 in tech in 3000.7.

What do I get?  1 tech point on each world in my nation?  1 tech point on one specified planet?

If I colonize a planet what is its starting tech?  0, 50, something else?

Can I raise the tech level on a specific planet?  Say I want to re-colonize an abandoned world with 16 tech.  I don't want to tank my nations tech rating, that affects trade and production of level 2 tech.  How do I do that and how much does it cost?  In a small nation if tech on a single planet gets better benefit it could help the nation as a whole.  Example:  The OC has, lets say, 10 planets, with an average tech rating of 50.  One has a tech of 66 and another a rating of 16.  How does buying that tech point affect those 10 planets?  Do I get more points for investing in a lower tech world, ie the 16 tech world goes up more than if I invest on the 66 tech world?

What is the threshold for level 2 tech?  100 tech on a planet, 100 average for the nation?  A different number?



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Kwic

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Re: WoS Questions and Comments
« Reply #4 on: August 12, 2014, 12:21:31 PM »

What you can spend your money on:

Colonization attempt $100 of abandoned or uninhabited world.  Chance of 0-3 Enclaves added, tech rating at the average of your nation.

$100 investment in R&D earns a random 1-100 increase in tech points (influenced by your current average tech rating see table)
These Tech points can be assigned in any whole number portions to any specific world or worlds.  ie, 100 points to 1 world, add 25/25,50 to 3 worlds, or 1 point to 100 worlds, etc.

Technology rating and manufacturing on an individual world:
0-74 rating manufacturing only periphery rated equipment (not implemented)
75-199 rating manufacturing is capable of Standard equipment.
200-299 rating is required for manufacturing of Star League equipment.
300-399 rating is required for manufacturing of Royal Star League equipment.
400-499 rating is required for manufacturing of Clan Second Line equipment.
500-599 rating is required for manufacturing of Clan Front Line equipment (Omnimech)

Note that in order to convert a factory from one level of tech to the next it costs 6 months downtime + $50*Tech level.  ($100 to go to Star League, $150 to go to Royal, $200 to go to Clan, $250 to go to Omni).  Note that the units are also more expensive to produce.

Technology points are subject to raiding as well, where instead of damaging the Garrison on a planet those damage CUR points can be taken as Technology points.  (I will add a technology point bank on the Status tab for this)

If the world drops in technology rating below the threshold for fabrication of the above technology rating, subsequent production runs will revert back to the next technology rating below.

example, Faction Z, World Z has a Thug Line, technology rating of 201, upgraded factory to produce Tech 2 (Star League).  Faction A raids taking away 2 technology points.  Production after the raid is reduced to Level 1 Thugs until Faction Z spends 2 more technology points to build back up the infrastructure to reproduce the Level 2 variant.  They do not have to upgrade the facility again, just need to relearn how to align the dilithium crystals, or reflux the flux capacitor or rebuild the heat sink freezing cubes, or repair the circuit board printing master or some such.

HPG R&D $100 earns a random 1-100 points towards HPG/Blackbox.

0-999 points = completely reliant on ComStar.
1000-1999 = able to send communications between worlds of technology rating of 200+ by building a black box $100 each
2000-2999 = able to send communications between worlds of technology rating of 150+ by building a black box $100 each
3000-3999 = able to send communications between worlds of technology rating of 100+ by building a black box $100 each
4000-4999 = able to send communications between worlds of technology rating of 75+ by building a black box $100 each.
5000+ = able to build a black box on any world $100 each.
Note that worlds containing a black box are subject to being raided for that black box.  (preconditions, the raiding party must provide reasonable justification for knowledge of the world location of the black box, and perform a successful raid to earn a chance to obtain the black box.)

Build a new:
Factory $500 (world technology rating 75+)
Jumpship Yard $2500 (world technology rating 100+)
Warship Yard $5000 (world technology rating 200+)
Repair Yard $1250 (world technology rating 150+)
Warship repair point $5
Establish 1 EST $20
Add 1 Garrison $10
Move Factory $500
Training 1 EST from Green to Regular $10 (national average technology rating in percent chance of success)

Bidding for Mercenaries:
Allocate a certain amount of your income to mercenary bidding.
Indicate how much you are bidding per year and how many years the contract is for.  If your bid is unsuccessful, you will be able to bid on another unit / same unit the following month with whatever funds are remaining in your Mercenary Bid allocation.

Bribe / send money to other players / GM / Comstar / Pirates

Save for bigger purchases (not necessary as you can pay incrementally for larger budget items).

Questions?
Clarifications?
Make sense?

« Last Edit: August 12, 2014, 12:26:30 PM by Kwic »
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Coriendal

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Re: WoS Questions and Comments
« Reply #5 on: August 12, 2014, 04:59:06 PM »

How many tech purchases can be purchased per 6 months?  I can see one of us buying $500 in tech and putting it on one planet.  Now suddenly someone is producing Royal Star League equipment on one planet.

I think if I buy $100 and get whatever number of tech points I should be able to increase one planet a maximum of 5 or 10 points every six months.  In Canon it took years(a decade) to go from one level to another.  Currently Luthien, far from the border with a large group of factories could buy $500 in tech, get 300 plus points and start turning out Royal Star League or even Second Line Clan equipment 6 months later.

I do like newly colonized/re-colonized worlds getting the average tech.  That way you can colonize without tanking your tech levels. 

Will worlds with factories be upgraded to the minimum tech to support their factories?  Niops has a tech of IIRC 66 and needs 100 to build the jumpships it produces.

New Enclaves.  Should the cost be lowered slightly?  Right now it is more economical to colonize a new planet than add an enclave to a world.
« Last Edit: August 12, 2014, 05:00:26 PM by Coriendal »
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Coriendal

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Re: WoS Questions and Comments
« Reply #6 on: August 12, 2014, 06:42:35 PM »

When we colonize what if any number of garrison troops does that world start with?

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Kwic

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Re: WoS Questions and Comments
« Reply #7 on: August 12, 2014, 07:07:48 PM »

When you colonize you get garrison = 2 times the Enclaves awarded.

If a nation decides to spend $500 (14-67% available income) on a chance at R&D that's 500 less to spend on other things, like factories, 5 merc regiments, etc...

R&D is notoriously expensive and hard to convert to useable technology.  Just because you have the technology to fabricate diamond crystal lenses, does not mean you get an ER laser magic wand.

There still has to be the justification for each and every advance / new design.  Without a frame of reference an Inner Sphere nation could be 1000 technology rated and still not even have a clue how to make a Clan ER small laser.

In the case of worlds where the technology rating is no longer sufficient to create new factories of that type, represent the loss of capability over time and the loss of technology during the succession wars.  They have enough duct tape and bailing twine to keep the factory running, but god help them if you ask them to duplicate it at a new site.  If I had more time than I do, or coding talent, I would have included a Periphery level of technology, where there is more chance of damage / prone to failure / harder to repair etc...  For now let's just consider this as an opportunity for role playing and fluff.  Niops has the ability (in canon) to hand craft nearly to star league levels, but this is more the work of artists than halting the technological decline.

New enclaves are the same cost as previous KU rules.  There is a chance that the colonization attempt will fail, and there are fewer abandoned worlds to select from than already populated ones where you can add an enclave.  If needed I will create a requirement for a specific minimum ratio of Production Facilities to Enclaves.

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