Dramatic SFB: Finishing Fleet Build

Paul Graves paulgraves at sbcglobal.net
Wed Dec 26 14:19:11 PST 2018


 It occurs to me that I share a border with the Peladine and I have no idea what the Peladine race is, what their special rules are, or what their ships look like.  I can't find them on Matt's website.  Anyone have a summary of such rules?
Thanks,Paul G.

    On Wednesday, December 26, 2018, 2:10:30 PM PST, joshua s via SFBdrama <sfbdrama at lists.mattnet.org> wrote:  
 
 You and me both Greg, except I think I’m usually wrong.

Sent from my iPhone
On Dec 26, 2018, at 2:46 PM, Gregory Flusche via SFBdrama <sfbdrama at lists.mattnet.org> wrote:


I know that i am real happy that Matt has made the program. It has given me plenty of time to play SFB. Working on what i like best small fleet actions... around 3 ships are so a side. building a fleet and yes in Matts program You do need the small ships. To send to that annoying lose a border battle if you lose and gain 45 EP with a win. to send on your allies border battles again so you win the EPs. Of late i have been trying to guess what the other player will send and match it BPV wise. Not always correct but i do try,
On Wed, Dec 26, 2018 at 11:39 AM Randy Blair <randyblair2 at gmail.com> wrote:

It used to be that there were income rewards that carried over from turn to turn.  So, instead of a base 30EP every turn, for example, it could increase or decrease depending on the scenarios won or lost.The "leading empire" was, as I understand it, based on a formula combining fleet strength, income and cash on hand.  I may be, and probably am, wrong but it seemed like that was the gist.The problem was the random element.When you were a defender, you could lose significant recurring income, which was totally logical, but if you had 4 scenarios like that, you were going to lose, period.I think that's really the best model, and most appropriately represents what a real campaign would look like.  But the randomizer should be a bit different, based on previous encounters - specifically those encounters which involved a fixed asset.How that's achieved, programatically, I don't know.
On Tue, Dec 25, 2018 at 5:29 PM Gregory Flusche <shagrat1960 at gmail.com> wrote:

The problem is in finding a good balance. It is in my opinion not borders as in finding a victory condition for the campaign and a way to increase battles by not having some one sending huge fleets to each border and winning that way?
On Tue, Dec 25, 2018 at 12:15 PM Marcel Trahan <marcel.trahan91 at gmail.com> wrote:

I was not saying that all scenarios whould have big negative, but i would replace some ''no border'' scenarios with negative ones.
Marcel
On Tue, Dec 25, 2018 at 11:00 AM Randy Blair via SFBdrama <sfbdrama at lists.mattnet.org> wrote:

Yeah, there would have to be some mechanism by which you could only get so many of those.
On Tue, Dec 25, 2018, 10:10 AM Don Lavanty via SFBdrama <sfbdrama at lists.mattnet.org wrote:

No thanks on the negative points you could be unfortunate enough to get all 8 missions defence and you are basically just out of the game just because of the RNG.
On Tue, Dec 25, 2018 at 4:00 AM Charles Carroll via SFBdrama <sfbdrama at lists.mattnet.org> wrote:

It would work fine like that. But then there is no way to lose border that so not sure if that is a viable answer.
Chuck.
On Mon, Dec 24, 2018 at 5:13 PM Gregory Flusche <shagrat1960 at gmail.com> wrote:

Matt could you make a non player race? That when some one attacks a non border and closes it it would open a border with the non player race. Giving a player a free border only needing to assign a ship there to gain the EPs? Are is that not possible with your program?
On Mon, Dec 24, 2018 at 3:43 PM Charles Carroll via SFBdrama <sfbdrama at lists.mattnet.org> wrote:

Lol yeah I over do it at times.
Ok in a nutshell. No Borders are bad bad bad.
The only reason to try and take a border is if you absolutely need to reduce your combat area because it is hurting you too badly to have that much area to defend. 
So no one ever fights a No Border scenario because they gain nothing and lose every possible point the could make in the future. It is a lose/lose Pyrrhic Victory where winning hurts you as much or more than him. 
Marcel's idea of must defend or you lose enough income to be hurt. And/or the idea of a negative balance means you must kill a ship of equal or lessor value or several ships to pay the cost would work better. As in considering that all ships require some upkeep and maintenance and if your balance is negative then you cannot support all your ships.
So this is why there is an issue with the idea.
Chuck 
On Mon, Dec 24, 2018 at 3:29 PM Matthew via SFBdrama <sfbdrama at lists.mattnet.org> wrote:

I'm sorry Charles, but your email rambled along in a fashion that I 
wasn't able to follow your line of thinking. Would you please try that 
again?

--Matt
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