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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 08 January 2008 at 9:26am | IP Logged
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For the krebiz allow a capsule and cruiser to be played together for one card play and to separate for free during a specific phase only, else it costs a card play, or separate any time during the players turn for free.
Try this one on for size...
Use the old Krebiz cards. As a card play, you may replace an existing capsule with a new capsule from the hand. Discarding the existing capsule. Damage does not transfer to the new capsule, it is lost.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 08 January 2008 at 10:53am | IP Logged
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Gekonauak wrote:
For the krebiz allow a capsule and cruiser to be played together for one card play and to separate for free during a specific phase only, else it costs a card play, or separate any time during the players turn for free.
Try this one on for size...
Use the old Krebiz cards. As a card play, you may replace an existing capsule with a new capsule from the hand. Discarding the existing capsule. Damage does not transfer to the new capsule, it is lost. |
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Useful, but not entirely. All capsules should be reaction cards, allowing a new capsule to be played to a cruiser in reaction to the ship taking fire.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 08 January 2008 at 11:12am | IP Logged
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Maybe allowing a Krebiz ship to be played with capsules already on it? I forget the specifics, but an S7 Krebiz ship would be able to be played with all the capsules it could normally have on it as one card play.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 08 January 2008 at 11:25am | IP Logged
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I forget the specifics, but an S7 Krebiz ship would be able to be played with all the capsules it could normally have on it as one card play.
This is already a rule:
"- A player may play a cruiser and a capsule at the same time as a single ship. This counts as the play of only one card for purposes of the three card per turn limit, even though this one ship may actually consists of two cards."
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 08 January 2008 at 11:29am | IP Logged
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Useful, but not entirely. All capsules should be reaction cards, allowing a new capsule to be played to a cruiser in reaction to the ship taking fire.
No, I think you will find making capsules reactionary will make them a little too useful. You could react with a capsule, have it take the damage, and react with another capsule.
The auto repair by jettisoning a damaged capsule should be plenty to revitalize the empire a bit.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 08 January 2008 at 12:49pm | IP Logged
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Gekonauak wrote:
Useful, but not entirely. All capsules should be reaction cards, allowing a new capsule to be played to a cruiser in reaction to the ship taking fire.
No, I think you will find making capsules reactionary will make them a little too useful. You could react with a capsule, have it take the damage, and react with another capsule.
The auto repair by jettisoning a damaged capsule should be plenty to revitalize the empire a bit. |
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Maybe, but you'll never overcome the serious lack of firepower. Capsules aside, the Krebiz were akin to the Argonians, both the weakest empires in the game.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 08 January 2008 at 2:38pm | IP Logged
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I'll have to respectfully disagree with you there.
Argonians are far from weak.
They might be the vanilla empire, but take a closer look at them.
Their strength comes from their cheapness. Compare similar ships and you will find that Argonians are always cheaper to engage. Cheaper engagement will allow you to use your extra production on other things. More ships, research for that pesky opponent monster, etc.
Plus, they are nearly invisible at the table. They don't play any silly reindeer games (Armor, Jumpships, Mine Deployment, etc). Therefore, they are overlooked as a threat.
The reason they didn't log as many victories is because they lacked flavor, not because they were weak.
Edited by Gekonauak on 08 January 2008 at 2:39pm
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 09 January 2008 at 12:08am | IP Logged
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::points up:: Lacked Flavor? I have two words for you old buddy: Argonian Strobe
BUMP!
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 09 January 2008 at 7:54am | IP Logged
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You are just proving my point, they are far from a weak empire.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 09 January 2008 at 11:22am | IP Logged
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But that doesn't help the Krebiz.
Let's face it, the game only need one plain vanilla race, and the Argonians at that race. Krebiz just needs to go away. I'd rather run Clydon.
Edited by werewolflht65 on 09 January 2008 at 11:23am
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 09 January 2008 at 1:01pm | IP Logged
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Well, you guys should try the fix I mentioned above.
But, yes, I firmly believe that some empires are just meant to die. Krebiz is one. (The Psys are another.)
Especially with the addition of new empires (ones that are far more interesting to boot.) The Far Saide is only so big. If the game lasted a bit longer, you would have seen the Invaders conquer certain empires, and those empires become minor empires, or forced "allies", and not be produced anymore.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 09 January 2008 at 10:02pm | IP Logged
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Oooo, I like conquest.. Here is my spin on who would have been conquered and by whom:
The J'xar would have conquered the Krebiz, and subjugated them. Now with those worlds and resources, they would have started a long and bloody war with the Clydon, and eventually defeated them as well.
The Gekos would have went to war with the Dragons initially, but then joined forces with them as they saw a unique similarity between their two peoples. The Orgon would have been absorbed into this new and powerful alliance.
The Andromeda Bound would have posted their warnings and then returned to the their exodus.
The Vinciennes, Violator and Bolaar Pirates, realizing that there is no profit in warring with each other when there are so many other worlds to conquer, joined into a loose alliance of mutual support and cooperation, and in a daring and brutal first strike, devastated the pirate branch of the Corporation. They then set their sights on The Corporate system and got all the way to the Homeworld before a payoff of nearly 100 million Economy was made as blockade ransom.
Satisfied with that sum, the Pirate Alliance left the Corporate System, and retired to plundering random merchant traffic traveling along the TDZ.
The Leopan settled into a sort of Cattle Rustling style of raiding and counter raiding against the Argonians, neither side gaining much ground, until the Trochilidae arrived. The sudden influx of fresh cruisers and support ships nearly spelled the end for the Argonians had it not been for the timely arrival of an old nemesis, the Mechad!
Leopan raiders had spared with Mechad patrol support ships all along the Mechad/Argonian border, and were vexed at almost every turn. With no ability to transport raiding crews onto Mechad ships because of the EMF their ships deployed, and even with the added firepower of their Troch allies, the sheer defensive nature of fully armed and engaged Mechad capital ships, the Leos quickly found themselves on the defensive. After suffering heavy losses in both personnel and ships, they sued for peace with both the Argonians and the Mechad.
Both of the Far Side races accepted.
(Sorry, the writer in me took over here... :) )
Edited by werewolflht65 on 10 January 2008 at 6:52am
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Biegel Exalted
Joined: 19 October 2007 Location: Christmas Island Posts: 390
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Posted: 10 January 2008 at 5:13am | IP Logged
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I see it as the Psy becoming a game of their own with a whole new direction being taken with them or, I would allow them to remain as an Allie )a minor empire that could allie or indivually join any other empire. The Kebiz should also become a minor empire under the control of the Mechad. One is Machine like the other Communistic.
Edited by Biegel on 10 January 2008 at 5:18am
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