Post by Ketara on Nov 7, 2009 19:43:45 GMT -5
I hope this doesn't become a habit, I'm now doing this twice in two weeks. I am a bad man.
This is the first OYW where I've actually had a decent number of Rogues trading in space like I want them to, and I've noticed a problem. The Earth Orbit and, consequently, the Side 3 patrols are too hard to get past.
I've tried to make it so these two patrols are next to impossible for EF units to successfully navigate through unharmed, by making the orbit patrols awesome (Falmel and Cleopatra) and by making a huge number of Side 3 patrols like there probably should be.
Additionally, I want there to be a chance of a patrol or blockade stopping a Rogue trading vessel and bothering them or asking for papers or demanding their food or some stupid colonialist war thing. However, the chances of getting into Side 3 and Earth Orbit, which are required locations for good trade routes, are extremely low. With Side 3 they're almost impossible. I don't want to change the patrol table extensively because for 99% of cases it works exactly like I want it to.
However, I have come up with an idea, and with the mobs permission I'd like to make this change before Jon, Chesley and Xander give up and quit.
Step 1 - Remove the +1 if neutral and +2 if friendly modifiers from evading a patrol for Rogues.
Step 2 - Add a second roll to the table specifically for Rogues who are caught by a patrol. It would work like this.
Roll 1-4, with the following modifiers.
0 - Attacked by patrol
1-2 - Stopped by patrol, unable to move
3-4 - Allowed to move by patrol
-1 to roll if unfriendly
+1 to roll if friendly
Hostile Rogues would be automatically attacked just like enemy combatants, and Allied Rogues don't roll for allied patrols anyway.
This roll would only be made once per Rogue unit regardless of how many patrols catch it. The result would be as follows.
No matter how many patrols catch a neutral Rogue, his chance of being stopped cannot be higher than 50%. A friendly Rogues max. chance of being caught is 25%. However, an unfriendly Rogue has a max. chance of 75%, and may be attacked by the patrol if he's unlucky. Under the current system a Rogue is only attacked by a patrol if he's hostile.
More or less, this is a buff to Rogues, although mostly only a buff to Rogues who are neutral/friendly with Zeon.
Wondering what everybody thinks.
This is the first OYW where I've actually had a decent number of Rogues trading in space like I want them to, and I've noticed a problem. The Earth Orbit and, consequently, the Side 3 patrols are too hard to get past.
I've tried to make it so these two patrols are next to impossible for EF units to successfully navigate through unharmed, by making the orbit patrols awesome (Falmel and Cleopatra) and by making a huge number of Side 3 patrols like there probably should be.
Additionally, I want there to be a chance of a patrol or blockade stopping a Rogue trading vessel and bothering them or asking for papers or demanding their food or some stupid colonialist war thing. However, the chances of getting into Side 3 and Earth Orbit, which are required locations for good trade routes, are extremely low. With Side 3 they're almost impossible. I don't want to change the patrol table extensively because for 99% of cases it works exactly like I want it to.
However, I have come up with an idea, and with the mobs permission I'd like to make this change before Jon, Chesley and Xander give up and quit.
Step 1 - Remove the +1 if neutral and +2 if friendly modifiers from evading a patrol for Rogues.
Step 2 - Add a second roll to the table specifically for Rogues who are caught by a patrol. It would work like this.
Roll 1-4, with the following modifiers.
0 - Attacked by patrol
1-2 - Stopped by patrol, unable to move
3-4 - Allowed to move by patrol
-1 to roll if unfriendly
+1 to roll if friendly
Hostile Rogues would be automatically attacked just like enemy combatants, and Allied Rogues don't roll for allied patrols anyway.
This roll would only be made once per Rogue unit regardless of how many patrols catch it. The result would be as follows.
No matter how many patrols catch a neutral Rogue, his chance of being stopped cannot be higher than 50%. A friendly Rogues max. chance of being caught is 25%. However, an unfriendly Rogue has a max. chance of 75%, and may be attacked by the patrol if he's unlucky. Under the current system a Rogue is only attacked by a patrol if he's hostile.
More or less, this is a buff to Rogues, although mostly only a buff to Rogues who are neutral/friendly with Zeon.
Wondering what everybody thinks.










