Because we totally started the game in 1936.frigidmagi wrote:The standard range of a fighter craft is 900 miles (that means if you want the bloody plane back it can't go father then 450 miles).
/snarky comment
Moderator: B4UTRUST
Maybe you missed that the first time.To the inevitable nitpicking and objections
Yes, I'm aware. No, I don't care. These are the ranges. Let it go.
Can we assume for the sake of simplicity that bombers start at 1300 and long range brings them to, say, 1700? Or should long range fighters form up with already flying bomber formations?frigidmagi wrote:After doing some digging and some thinking in response to some questions.
The standard range of a fighter craft is 900 miles (that means if you want the bloody plane back it can't go father then 450 miles).
Long range upgrades will boost that up to 1300 miles.
To the inevitable nitpicking and objections
Yes, I'm aware. No, I don't care. These are the ranges. Let it go.
I'll second that.Hotfoot wrote:I'd say make events every other week, just to keep the overall frequency the same. Otherwise things might start getting really common.
Neither do I!frigidmagi wrote:Again Hadri I don't care.
I was going to ask that you double the chance of events by making them occur on a 5 roll as well. So I'm in favour of keeping them every week.Now a question. Orginally with 1 week = 2 months, you ran the risk of an event 6 times a game year. Should events now take place every other week to keep them to 6 times a game year or should I go ahead and roll every week?
I can understand that concern but given that our build times are every 4 months, going to 1 week = 6 weeks would screw the bookkeeping something awful. I'm not sure it would be plausible without rewriting that section of the rules and frankly you can forget about that happening.Also, I wish to note that while I agree that 1 week = 2 months is too fast, going to 1 week = 1 month may be swinging the pendulum too far in the other direction and result in a game that is too slow.
I would go with an even 20pts and include a modest amount of armour, assault guns, and the like (which was often the case [on paper at least] in WW2) to make the value come out right.Hadrianvs wrote:Mech Inf should be like 17 or 18 points if you could build it.
Since I doubt Windswept knows the best response to that, I'll go ahead and supply it myself, "No me digas 'beaner', Mr. Puñetero. Te sacare un susto por racista y culero. No me llames 'frijolero', pinche, gringo, puñetero."Hotfoot wrote:Time to nut up you baked beaners.
Close enough. I was going to say something like "si, pendejo," but that works.Hadrianvs wrote:Since I doubt Windswept knows the best response to that, I'll go ahead and supply it myself, "No me digas 'beaner', Mr. Puñetero. Te sacare un susto por racista y culero. No me llames 'frijolero', pinche, gringo, puñetero."
Josh wrote:What? There's nothing weird about having a pet housefly. He smuggles cigarettes for me.
Why not? It's not hard.frigidmagi wrote:I'm not sure it would be plausible without rewriting that section of the rules and frankly you can forget about that happening.
Alternatively, instead of forcing everyone to change their queues to accommodate losing 40-60 points for a cycle, we could just raise the yearly number. The yearly number really doesn't count for much anyway.Hadrianvs wrote:Why not? It's not hard.frigidmagi wrote:I'm not sure it would be plausible without rewriting that section of the rules and frankly you can forget about that happening.
Industry
Level 1: 240 points (yearly, 60 points per quarter)
Level 2: 360 points (yearly, 90 points per quarter)
Level 3: 480 points (yearly, 120 points per quarter)
Level 4: 600 points (yearly, 150 points per quarter)
Level 5: 720 points (yearly, 180 points per quarter)