New terrain and base structures for Federation Commander

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Kang
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Post by Kang »

A good pulsar image here:

Image[/img]

(Source: http://www.grantchronicles.com/astro20.htm)
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Kang
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Post by Kang »

Black hole image:

Image

...imagine a 'top-down' view of that, and you're there....

(Source: http://commons.wikimedia.org/wiki/File:BlackHole.jpg)[/img]
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mjwest
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Post by mjwest »

The problem with those map boards is as stated before. In the case of a black hole or pulsar, it is just easier to use normal map boards and provide a black hole and pulsar counter.

For the nebula, it is supposed to cover the whole of the map area. That would mean you are asking for several map panels that are just like normal map panels, but are colored differently.
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Kang
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Post by Kang »

mjwest wrote:The problem with those map boards is as stated before. In the case of a black hole or pulsar, it is just easier to use normal map boards and provide a black hole and pulsar counter.
Yeah, but we can dream. Wouldn't it look good!
mjwest wrote:For the nebula, it is supposed to cover the whole of the map area. That would mean you are asking for several map panels that are just like normal map panels, but are colored differently.
Aye, that was what I meant about the SFP port/edge of nebula thing.....we've had this discussion before and I remember the conclusion, but again, we can dream!
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Steve Cole
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Post by Steve Cole »

Black hole: A counter you can place on a regular map. Possibly use some of the surplus 1/2" counters to mark the range bands.

Pulsar: A counter you can place on the map, with two counters to mark the sweep of the beams. (Cannot do a map as the beams have to sweep.)

Nebula: Rule saying "Map #2 is a nebula" should get it.
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mjwest
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Post by mjwest »

Just for the record, SFB Variable Pulsars do not have beams. Instead they emit an omni-directional burst of intense radiation. Since the Federation Commander Variable Pulsar is based on the SFB pulsar, that is also what this version of the pulsar does.
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Kang
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Post by Kang »

's what I thought, hence the 'concentric' idea, which would fit in with what I predicted the game mechanic would be.

The 'beams' idea [and picture] was more to show the 'real' thing - although I realise that much of a pulsar's energy is in the radio frequency spectrum.
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Jon Lawson
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Post by Jon Lawson »

I am currently using black hole rules in a campaign currently under play test. They are fairly simple.

You have a central hex, enter this and you basicaly get turned into a bean can.

Decide if you want a large or small black hole.

If small then any of the 3 or 4 concentric hexes around the centre point will pull you 1 hex towards the centre at the end of every impulse.

For larger black holes these 3 or 4 hexes pull you in at a rate of 2 hexes at the end of every impulse with the hexes further out pulling the ships in at a rate of 1 hex.

A tractor stops working the moment the ship in control of the tractor beam enters a hex exerting gravitational pull.
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