So the new game I found is still in beta (or going to be as of Nov 1st) Sunrise War and as I always enjoy beta testing new games I applied and Kyle has allowed me in. So this will be for first PBBG I have beta tested but I have been in so many phase 1 and phase 2 MMOG betas I can’t even remember, the first was EQ and the last Conan. But since I have all but given up on the standard trend of MMOG clones I haven’t even looked for any new games out there.
I hope to help any anyway I can on this new game. It just hit me I think the first PBBG I played was way way back on a local BBS I used to connect to with my 1200 Hayes modem (if you even know what that is). The game was called TradeWars, even helped my stepbrother set it up on his pirate BBS. Oh the good old days of the secret underground 99.9% of the world didn’t even know. Waking up in the middle of the night to get your moves in before anyone else!
]]>My 10 year old son and I have played the multi-player and we tried two games before we ended up playing something else. This is not because of any game issues, I found it enjoyable, but because there wasn’t enough combat for someone his age. Sure you can fight each other but it is limited, the Indians offer little resistance as long as you are careful not to anger all of them at the same time.
Plus until you learn out to use the import/export with your wagon trains moving your goods around can get a little over whelming. Over all I highly recommend this game to anyone that enjoys Sid’s games.
]]>So a while back I picked up the GC2 Dread Lords in the bargain bin and was going to give it another try. I have played it a few hours over the last week and just can’t sink my teeth in to what I don’t like about it. The interface is better in this version over the original GC2 even the some of the game play. But the combat is boring, the tech tree is stretched just to be lengthened.
So it has been put back on the shelf to collect dust.
]]>“This is better than Rogue by about 100x, and is better than any other rogue-like I’ve played. Hack and NetHack don’t even come within 1% of how good this game is. I’ve been playing for eight years I Still am…”
So this weekend I am going to give Adom a try.
]]>We will be playing with 4 IPs, this will make movement to be more manageable:
Movement Rules
Humans, elves, orks Walking = 3m/IP, Running = 6m/IP
Dwarfs Walking = 2m/IP, Running = 4m/IP
Trolls Walking = 4m/IP, Running = 9m/IP
Rules for Sprinting
1 success = 2m/turn or 1m/IP (rounding up)
2 success = 4m/turn or 1m/IP
3 success = 6m/turn or 2m/IP (rounding up)
4 success = 8m/turn or 2m/IP
5 success = 10m/turn or 3m/IP (rounding up)
6 success = 12m/turn or 3m/IP
This should worked rather well for us.
Also, if someone is just walking, that is free (not a free action), so someone with 1IP can move in each pass. Now, running or sprinting, does cost, so that 1IP(Initiative Pass) guy has to choose his movement in the first pass and stick to it until his next action (which would be IP 1 of the 2nd combat turn), while the 4IP guy could choose to run/sprint, each IP, as long as he has the actions to change.
As for the order, we’ll allow the movement to go before, during or after other actions, but apply the appropriate movement penalties throughout the IP. That includes cover, so someone couldn’t choose to move out of cover, stop, shoot (with no movement penalty) and then move back into cover. They could, but they are not getting the cover benefit for that pass…
Multiple Initiative Passes:
Every combat has 4 Initiative Phases (not capped by the person with the highest # of IPs)
Basically it breaks down to everybody can do a free action every initiative phase (movement, talking, etc), but can’t do simple or complex action except when they have an IP to spend doing it.
Basically the Character begins at their initiative score and starts holding their action until they choose to use it, or a new one comes along and they refresh at it.
1 IP: Player gets an Action at IP 1 that they can use in any of the 4 IPs
2 IP: Player gets Actions at IPs 1 and 3 that they can use in any of the IPs until another Action comes to them.
3 IP: Player gets Actions at IPs 2 and 3 and an additional IP at either IP 1 or 4 (their choice)
4 IP: Player gets Actions at all IPs
I haven’t looked much in to the new rule set because my group has already decided to stay with 3.5 for a while as we all have a lot invested in that version both mentally and physically. But also to give time for WotC and the 3rd party publishers time to get material out.
]]>DAHLGREN, Va. — A futuristic weapon getting a trial run by the Navy demonstrated its destructive power at the Naval Surface Warfare Center in Dahlgren.
In the demonstration Thursday, engineers fired the electromagnetic railgun at what they said was a record power level: 10 megajoules.
The previous railgun power-use record was about 9 megajoules of muzzle energy.
Railguns use electromagnetic energy to launch projectiles long distances — more than 200 nautical miles.
Because the railgun uses electricity and not gunpowder to fire projectiles, it eliminates the possibility of explosions on ships.
The Navy hopes the railgun will eventually replace the standard 5-inch gun on its ships. The weapon isn’t expected to be deployed until at least 2020.
[A joule is defined as the energy needed to produce one watt of electricity for one second.
The railgun tested Thursday actually has a capacity of 32 megajoules, but the Navy is slowly building up the energy level in a series of tests.
That's a lot of power, but with a new series of electrically-powered ships coming on line, the Navy figures generating capacity will not be a problem.
According to the Navy, the railgun, when fully developed, will be able to launch solid projectiles at Mach 5, or about 3,700 mph.] The News story
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