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<title>Barons of the Galaxy Forum - Feature Requests - Previously: Science! Now it's about space stations - Messages</title>
<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<description>Barons of the Galaxy Forum - Feature Requests - Previously: Science! Now it's about space stations - Messages</description>
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<pubDate>Fri, 28 Apr 2017 13:32:51 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote>Downgrading levels is something that would only happen if you're taking huge hits against it. A level 10 Structure has a lot of hit points and if its taking 20% of it on one turn then yeah it might be downgraded. Whoever is hitting you can destroy it outright in a few turns apparently .</blockquote><br/><br/>Not necessarily - if you are unlucky with criticals and your enemy has a +100% to damage and your unit runs right into the fire and takes another +100% to damage you can still suffer a lot of damage from a unit which in fact you can destroy. <br/><br/>I am more concerned with ground units than most anything else (ships - even the monolith, upgrades fast, 100 turns per upgrade. Getting my varitek from lvl 7 to lvl 8 is 2400 turns....)<br/><br/>Some industries also take a very huge amount of time to recover too (I'm thinking about the research stations).<br/><br/>Probably the worst situation overall is if you take a lvl loss in a military base or shipyard - I don't even want to think how long it takes to upgrade one of those to lvl 10 - and they are both VERY useful at lvl 10.]]></description>
<pubDate>Fri, 28 Apr 2017 13:32:51 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[I might be wrong, but I thing he was more concerned about mobile ground units. That's a situation where you might win, but still take a beating first. And I usually give my ground units an order que to cease Attacking/Guarding at a certain damage threshold followed by an order to retreat to a base. I haven't been in enough fights to know for sure that's an effective tactic, but I assume that's what everyone else does. Under those circumstances you would expect to have lots of units getting downgraded but not destroyed.<br/><br/>Actually, that brings up another kink. If you have units getting downgraded it will screw up the modifier to stop Attacking or guarding at a certain threshold. If I tell a unit to retreat at 20%, it will never retreat until level 1 because it is always going to downgrade before it drops anywhere near that.]]></description>
<pubDate>Fri, 28 Apr 2017 09:23:58 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Vulpex</b> wrote:<br/><blockquote>Ok about this whole downgrading of units...<br/><br/>I am starting to get worried about it. Some units take thousands and thousands of turns to upgrade. Then you use them in combat and bang... time to spend again thousands of turns to upgrade them. This is not trivial because while they are being upgraded, such units are planet bound (they cannot be transported as you cannot load a unit which is being upgraded into a hangar). If we basically want to have low level units fighting each other now and then ok but ... if you really want to go with the combat results in downgrade mechanic you should reconsider the upgrade times for units.</blockquote><br/><br/>Downgrading levels is something that would only happen if you're taking huge hits against it. A level 10 Structure has a lot of hit points and if its taking 20% of it on one turn then yeah it might be downgraded. Whoever is hitting you can destroy it outright in a few turns apparently .]]></description>
<pubDate>Fri, 28 Apr 2017 09:02:07 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[The game seems to have a certain consistancy in the math between levels in most aspects. I think the only practical difference between a level 10 unit and 100 level 1 units is the Logistics cost. And the same goes for a level 10 (X100) vs a level 9 (X75) plus a level 7 (X25). So the time to upgrade a level 9 to level shouldn't be more than it takes to build a level 7 at your level 10 military base, if you have one.]]></description>
<pubDate>Fri, 28 Apr 2017 08:27:55 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[That's a valid point. On the one hand, I think you should have a have a long recovery time after a protracted war; but it does create this counterintuitive situation where it's faster to build a new level 10 unit (assuming you have a level 10 Base) than reinforce your battle weary legion back up to full strength. <br/><br/>Is it feasible in the game engine, and would it be an acceptable middle ground to make it fast to upgrade up to the level of a Military Base in the same square? Then you would still have to retreat to your home turf to refit, but it wouldn't take you just as long to do so as a corp with only a level 1 base?]]></description>
<pubDate>Fri, 28 Apr 2017 08:06:27 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[Ok about this whole downgrading of units...<br/><br/>I am starting to get worried about it. Some units take thousands and thousands of turns to upgrade. Then you use them in combat and bang... time to spend again thousands of turns to upgrade them. This is not trivial because while they are being upgraded, such units are planet bound (they cannot be transported as you cannot load a unit which is being upgraded into a hangar). If we basically want to have low level units fighting each other now and then ok but ... if you really want to go with the combat results in downgrade mechanic you should reconsider the upgrade times for units.]]></description>
<pubDate>Fri, 28 Apr 2017 06:33:28 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from </title>
<description><![CDATA[Or, downgraded units start with the same hitpoints as the unit they were downgraded from. That would work with auto downgrading from damage too. If you have a level 10 (X100) unit that takes at least 25% damage it would downgrade to level 9 with the same number of current hitpoints it had before downgrading (X75); but if it took a whopping 50% or in one turn it would drop all the way to level 8 (X50), again with no more current hitpoints than it had after taking damage as a level 10 unit.<br/><br/>I think that is a very simple and elegant mechanic that achieves everything you are going for.]]></description>
<pubDate>Thu, 27 Apr 2017 22:27:57 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>Question. Right now, if I have a level 10 unit that takes 90% damage and I voluntarily downgrade it, does is become a level 9 with full hitpoints?</blockquote><br/><br/><br/>Good question, Yes you get the full amount. I have to let you salvage it because thats the only way to NOT pay the repairs. But I probably should cut the salvage on a sliding scale up to 50%  if your structure is at 1% remaining hit points]]></description>
<pubDate>Thu, 27 Apr 2017 18:15:41 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>If you capture but don't own, who's logistics does it count against? Is the real owner stuck with a logistics cost that they can't dump while someone else occupies the structure?<br/><br/>If no one is responsible it becomes exploitable. I yield a factory for you and you build one for me and then we capture them and the don't count against our logistics cap.<br/><br/>For that reason I suggest that if someone captures it they own it. But maybe you want to do away with scrapping and just allow downgrades with a cool down.</blockquote><br/><br/><br/>Mmmm Sounds complicated =)  The idea tharts going on the board, written in erasable marker, is that a capture makes it yours. If you want to salvage it for the payout you can, HOWEVER... <br/><br/>New Idea, I can always make it so that if you destroy a structure or enemy units you get some of the salvage money? Can't force salvage while in combat to deny them either. Be like 25% 25% split? Might make destruction for cash payouts worth it. But is that something we really want to encourage?]]></description>
<pubDate>Thu, 27 Apr 2017 18:11:54 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[If you capture but don't own, who's logistics does it count against? Is the real owner stuck with a logistics cost that they can't dump while someone else occupies the structure?<br/><br/>If no one is responsible it becomes exploitable. I yield a factory for you and you build one for me and then we capture them and the don't count against our logistics cap.<br/><br/>For that reason I suggest that if someone captures it they own it. But maybe you want to do away with scrapping and just allow downgrades with a cool down.]]></description>
<pubDate>Thu, 27 Apr 2017 16:40:45 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>But I still think occupation should block queing up construction of new units. You can't hire new soldiers while your surrounded.</blockquote><br/><br/>It depends on how we end up doing captures. If we simply change ownership its one thing, but if we make captures kind of a "You can use its not really yours" then it might be different. Perhaps you capture industry and you can use it but  you cant upgrade, salvage, or even change production. you can capture a Military base, queue your own units but the base is not yours, you cant sell it or any thing. I still lean towards the capture it you own it,  but its not easy to capture it and you could of destroyed it just as easily. The only mechanic I worry about is capture to sell, for the money. Maybe the money is a good enough reward to spend the extra effort and combat to capture it. <br/><br/>Maybe it takes half the cost of the structure to actually convert it to  your corp? That would make the capture to savage payout be net zero. But you can take a structure already built for half the cost of building it and no construction time. We could make the Capture Hit points cost as much to "repair" as the regular Hit Points. So you would have to pay for half the structure just to get it back to full Capture Health so someone else couldn't walk in and take it right back. that's where the No salvage money would come from. Salvaging a structure at no health or capture health isn't worth anything or worth less?<br/><br/>Some interesting ideas. At first. "Capture" probably won't be a thing. but perhaps eventually]]></description>
<pubDate>Thu, 27 Apr 2017 16:18:50 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[But I still think occupation should block queing up construction of new units. You can't hire new soldiers while your surrounded.]]></description>
<pubDate>Thu, 27 Apr 2017 13:50:00 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[Okay, that makes sense for ships. But if you don't have any ground forces defending, it shouldn't take that many troops to go in and shut down your factory without even attacking it. "Everybody go home! Te plant is closed today."<br/><br/>Actually, that same affect could be applied with your earlier suggestion of adding a capture bar to industrial structures. You can cripple an opponents economy by capturing his factories. You might want to institute the same rules then about slowing down the process of scraping orbitals to structures then. I might want to quick scrap a captured factory just because it's giving me a logistics penalty, but the original owner should have some time to capture it back.]]></description>
<pubDate>Thu, 27 Apr 2017 13:46:20 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>Since we have pivoted to the subject of attacking ground structures, perhaps there should be a mechanic that shuts down production and the ability to que new upgrades and construction when attacking forces occupy the same square. Otherwise the defender, who already has the advantage of of defensive structures, just needs to hold on while they build new units. <br/><br/>Shutting down production would also give you a reason to think about your force distribution. The most effective strategy right now, I think, would be to clump all of your forces together and attack your enemy's strongholds one at a time, taking them down like dominos. And his best strategy would be to do the same thing, trying to cripple you before you cripple him rather than engage you in a protracted defensive battle that slowly decimates the population of your home city.<br/><br/>But, if an occupying force can shut down production, if becomes a valid strategy to divide your force to shut down your oponent's economy; and then divide it further to protect your own structures from being shut down by unopposed level 1 Infantry units.<br/><i>edited by Hutton on 4/27/2017</i></blockquote><br/><br/>Saying "You're under attack so you can't produce" doesn't sound bad, its a popular board game mechanic too when you're talking about big hexes of game board and a handful of actual units. But in this game. sending your one scout to attack, and shut down, an undefended level 10 structure, or sending something like a frigate to occupy the force from the air for several rounds at a time, kind of breaks that mechanic.<br/><br/>Similar to repair, you can't repair while in combat But you can't exactly throw away small units against a large force to keep it from repairing. Also, the check for "no combat", I think, includes a check to see if there are any attacking forces or that you inflicted at least 1% damage(?) to prevent that tactic. <br/><br/>You would have to do something like repair where if  you want to shut down a structure it needs to have taken X percentage of damage, OR BETTER EVEN, the amount of slowdown scales with the amount of damage you did, say 10 to 1. So if you inflict 10% damage its 100% shut down that turn, 2% = 20% shutdown. That still seems awkward, you wouldn't be able to do much "shutdown" before the structures are destroyed anyway,. You would be better off either capturing it and halting it or destroy the thing. Maybe attack his supply lines. <br/><br/>I think production slows down with damage already by the way, like attack effectiveness with military units do.]]></description>
<pubDate>Thu, 27 Apr 2017 13:27:48 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote>Applied to all combat, I can see some sort of reduction in total firepower when your 500 size force is attacking a size 20 defender, but man not only is that counter-intuitive but combat is complex already =)<br/><br/>The hangar is what allows infantry to attack ships, in space, via attack shuttles, Your defending hangar is not needed when the attackers are using assault shuttles and blowing in through the walls.<br/><br/>If you want the "I am defending inside a star base" bonus for the defender, He's already got it. The star base itself  size will draw fire away from the units in the hangar. it also shoots back, at infantry and commandos. It would probably be a new unit with its own attack values. Something that looks like a beefed up version of the Fortification, as in more firepower and not just a defensive structure. But it would actually be a "Ship" with ship upgrades.</blockquote><br/><br/>I concede the point that their is also a diminishing return on Fun vs Effort as it gets more complex. I don't know what's going on under the hood, so I'll have to just take your word for when you say a system is more complex than it's worth.]]></description>
<pubDate>Thu, 27 Apr 2017 12:08:43 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[Since we have pivoted to the subject of attacking ground structures, perhaps there should be a mechanic that shuts down production and the ability to que new upgrades and construction when attacking forces occupy the same square. Otherwise the defender, who already has the advantage of of defensive structures, just needs to hold on while they build new units. <br/><br/>Shutting down production would also give you a reason to think about your force distribution. The most effective strategy right now, I think, would be to clump all of your forces together and attack your enemy's strongholds one at a time, taking them down like dominos. And his best strategy would be to do the same thing, trying to cripple you before you cripple him rather than engage you in a protracted defensive battle that slowly decimates the population of your home city.<br/><br/>But, if an occupying force can shut down production, if becomes a valid strategy to divide your force to shut down your oponent's economy; and then divide it further to protect your own structures from being shut down by unopposed level 1 Infantry units.<br/><i>edited by Hutton on 4/27/2017</i>]]></description>
<pubDate>Thu, 27 Apr 2017 12:04:06 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Applied to all combat, I can see some sort of reduction in total firepower when your 500 size force is attacking a size 20 defender, but man not only is that counter-intuitive but combat is complex already =)<br/><br/>The hangar is what allows infantry to attack ships, in space, via attack shuttles, Your defending hangar is not needed when the attackers are using assault shuttles and blowing in through the walls.<br/><br/>If you want the "I am defending inside a star base" bonus for the defender, He's already got it. The star base itself  size will draw fire away from the units in the hangar. it also shoots back, at infantry and commandos. It would probably be a new unit with its own attack values. Something that looks like a beefed up version of the Fortification, as in more firepower and not just a defensive structure. But it would actually be a "Ship" with ship upgrades.]]></description>
<pubDate>Thu, 27 Apr 2017 11:45:46 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[It's a fair point about complexity vs. payout. I'm suggesting this slightly convoluted model because I think there should be a diminishing return on bringing more and more foot soldiers to the fight over a satellite of finite size, but that the attacker should be required to pay the price of those diminishing returns in order to capture a fortified orbital installation. Tying those returns to hanger capacity would also give the defender some ability to dictate the terms that battle will be fought on. You make the hangers hold exactly as many defenders as you want to keep stationed, and the attackers won't be able to bring more than that many to bear on you at once.<br/><br/>But, priorities must be set. I still think attacking ground units should suffer a "Beachhead" critical on the first turn they attempt to capture. Or Maybe "Beachhead" is suffered continually by ground units Attacking the defenders directly and Capturing units are safe from it because they are the ones on the inside.<br/><br/>I'm not sure capturing Industry structures will provide that big and incentive to start warring. It seems like your logistics cap is a bigger bottleneck to building your Corporation than the cost/time of building it yourself. But maybe my perspective is warped by starting with founder's money. I'm more tempted to attack people who are crowding my resource sites. I do think that capturing someone else's military structures would be an important element in a war once it gets started.<br/><i>edited by Hutton on 4/27/2017</i><br/><i>edited by Hutton on 4/27/2017</i>]]></description>
<pubDate>Thu, 27 Apr 2017 09:50:31 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Another thought. I'm not sure whether a space station should be considered "ground" or "space". I originally envisioned it as ground and you can dump whatever you want onto that ground. I'm considering making it actually "space" which means if you want to put fighters and troops there you will have to transfer it from your hangar to the star bases hanger (new order tweak). That would make having armored or artillery useless at a star base by default. That would work into your how many fit" on a star base. It wouldn't stop 300x stack from attacking it. but they would all have to be hangar units, you wouldn't be able to dump them on the spot and leave if I made them "space" locations. Star base might actually end up being just a new gigantic, huge, "Carrier" unit with zero movement but you can upgrade its hangar, Hit points,  attack, even cargo, That means it level sup like a ship not a ground unit. No x100 Starbases =)<br/><br/>Perhaps Orbital guns can be upgraded like ground units though. And Warp Gates also, depending on what the level up mechanic is on a Warp Gate. How many ships a turn? oo000o How much "Size" per turn. Level 1 gate is literally size 1 ship per turn. other will have to wait. At 50x means size 50 worth of ships in a turn, and you would have to level it up to 3-4 to handle a single size 20 monolith  You would level up warp gates for increased traffic. Not sure about large fleets though . Might be something like, as long as all the ships can "fit", the gate with x50 trying to warp a size 200 fleet will take it 4 turns.<br/><br/>Another idea was to instead of warping instantly, the gate give your units a huge boost to their movement, depending on their level. say 10 times the "x" bonus of the gate which can go to x100 at level 10. So a low power level 1 gate might boost your move 20 scout to 200, But a level 10 gate will boost your movement by 1000x. You would use a new order to use the gate, or maybe just a checkbox on the existing move order screen, which will also ask for your destination. You get the warp boost for that destination. That makes the gate snot have to be linked to another one, and you can travel anywhere with them]]></description>
<pubDate>Thu, 27 Apr 2017 09:41:29 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>The post above is me. I must have timed out while writing it. The sentence that reads "Let's say, for example, that a carrier has hanger space of 100. You board it with a level 10 (X100) Infantry unit." Should have said, "Let's say, for example, that an ORBITAL has hanger space of 100. You board it with a level 10 (X100) Infantry unit."<br/><br/>I guess I agree that artifacts shouldn't be so useful in an orbital attack that their use becalmed ubiquitous. I think the idea of surprising a defender that has put all their eggs in space supremacy with a Longdoor is pretty cool though. My thinking was a Longdoor is an AX research item. And how often is someone going to spend a week of research and hundreds of millions of dollars on upgrading an Infantry unit.<br/><br/>And that using the gravity sleds to attack without the fleet engaging would be at the cost of your infantry getting cut to pieces on the way in. For the situation where you had a lot of infantry but a weak fleet. Perhaps with the additional effect of every unit that doesn't fit in the orbital experiences a Beachhead critical hit every turn until the attackers on the inside have taken enough casualties for them to squeeze inside.</blockquote><br/><br/>They don't all have to fit on the orbital. Having 300x stack of infantry outside the orbital attacking it doesn't mean all 300x went inside at once. Again we're talking "Flavor Text" but I don't see adding a special mechanic for how many units "fit" on  space station as adding much to the game, it's just complicates it. This isn't a full blown war game, there only so much you can reasonably do with having units attack in the abstract way we're doing here. The strategy is the mix of forces you bring to bear and the timing of when you bring them in or rotate them out. <br/><br/>By the way, this "Capture" mechanic we're talking about can be used on normal structures also. You would be able to take over other peoples industry. That would make Wars viable. You may not want to take someone's cotton factory if you have no transports or interest in cotton though. You might have a war over metal mines if you are two competing metal mining corps however.]]></description>
<pubDate>Thu, 27 Apr 2017 09:13:44 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[Question. Right now, if I have a level 10 unit that takes 90% damage and I voluntarily downgrade it, does is become a level 9 with full hitpoints?]]></description>
<pubDate>Thu, 27 Apr 2017 09:12:30 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[I don't think it makes sense that movement should give you a bonus on fighting inside an orbital where it's all room to room fighting across cramped corridors and ventilation ducts. Just like tanks and vehicles get very vulnerable in urban combat, that effect is going to be even more pronounced on a space station. (Might be really useful to troops stuck outside, though).<br/><br/>Not that a tank wouldn't be useful to blow open doors and take out entrenchments if you somehow got one on board. If would just be really vulnerable without a lot of infantry cover.]]></description>
<pubDate>Thu, 27 Apr 2017 09:07:37 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[The post above is me. I must have timed out while writing it. The sentence that reads "Let's say, for example, that a carrier has hanger space of 100. You board it with a level 10 (X100) Infantry unit." Should have said, "Let's say, for example, that an ORBITAL has hanger space of 100. You board it with a level 10 (X100) Infantry unit."<br/><br/>I guess I agree that artifacts shouldn't be so useful in an orbital attack that their use becalmed ubiquitous. I think the idea of surprising a defender that has put all their eggs in space supremacy with a Longdoor is pretty cool though. My thinking was a Longdoor is an AX research item. And how often is someone going to spend a week of research and hundreds of millions of dollars on upgrading an Infantry unit.<br/><br/>And that using the gravity sleds to attack without the fleet engaging would be at the cost of your infantry getting cut to pieces on the way in. For the situation where you had a lot of infantry but a weak fleet. Perhaps with the additional effect of every unit that doesn't fit in the orbital experiences a Beachhead critical hit every turn until the attackers on the inside have taken enough casualties for them to squeeze inside.]]></description>
<pubDate>Thu, 27 Apr 2017 08:57:06 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<blockquote>I wasn't even thinking about applying the damage downgrade mechanic to ships. Just ground troops and structures. But the critical hit mechanic you describe would be ideal for ships, structures and orbitals. I'm going to dissent and argue that ground troops should automatically get downgraded when their hitpoints drop below the max hitpoints of the previous level.<br/><br/>A level 2 Infantry, for example, has twice as much size, attack power, hitpoints, time to build and cost as a level 1 Infantry. It seems like the difference between level 1 and level 2 is that level 2 has twice as much staff and equipment. I haven't taken note of whether or not attack power gets reduced with hitpoints or if the cost of repairing a level 2 at 50% hitpoints is the same as upgrading a level 1 to level 2. But I'm sure it doesn't reduce the size of the unit.<br/><br/>A mechanic where a units size gets reduced could have a couple of stratigic implications. 1st, if you take a strike group including ships and ground units to a fight and and they all take damage, this could simplifying the mechanics of going home afterwards. If some of your carriers got blown up or their hangers got downgraded, (as per the mechanic you describe above), and your level 10 ground units got badly damaged but not destroyed you are going to be stuck without enough room to carry them, even though that heavy damage should represent a reduction in their size.<br/><br/>Another stratigic element gets introduced if we end up using a mechanic that limits the size of forces that can board or defend orbitals. Let's say, for example, that a carrier has hanger space of 100. You board it with a level 10 (X100) Infantry unit. After a few rounds it absorbs 25% damage and downgrades to a level 9 (X75). If you have a carrier looped to deploy level 7 (x25) units you will have a plan in place to automatically reinforce. (If we use the automatic Beachhead critical/event that I described above, a downgrade in level might be an expected cost of boarding a station, meaning that you might have to spend several turns with deploy orders looped to fill up the hanger capacity). Conversely, the defenders could also have Carriers standing by looped to deploy reinforcements just in case they get attacked.<br/><br/>I know I've created another wall of text here, but bear in mind that I am just describing the implications I see in a very simple gameplay mechanic of ground units automatically losing a level when their hitpoints drop to the level below them.</blockquote><br/><br/>Reducing the level of the unit with damage, with a lot of damage at once especially, makes sense as you are actually taking out units as opposed to hurting a swath of them. I have some issue with the way ground units turned out in this regard where a level 10 100x stack can be reduced to 10% hit points... and then recover in 100 turns to full power. At the cost of a LOT by the way. About half what the total price of the unit would be normally in 100 turns. It can crash you finances. It made a lot more sense for ships to repair this way. Usually in other games the number of tanks you have would be literally a number, here we have individual named units with "levels" not quantity.]]></description>
<pubDate>Thu, 27 Apr 2017 08:54:56 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from </title>
<description><![CDATA[I wasn't even thinking about applying the damage downgrade mechanic to ships. Just ground troops and structures. But the critical hit mechanic you describe would be ideal for ships, structures and orbitals. I'm going to dissent and argue that ground troops should automatically get downgraded when their hitpoints drop below the max hitpoints of the previous level.<br/><br/>A level 2 Infantry, for example, has twice as much size, attack power, hitpoints, time to build and cost as a level 1 Infantry. It seems like the difference between level 1 and level 2 is that level 2 has twice as much staff and equipment. I haven't taken note of whether or not attack power gets reduced with hitpoints or if the cost of repairing a level 2 at 50% hitpoints is the same as upgrading a level 1 to level 2. But I'm sure it doesn't reduce the size of the unit.<br/><br/>A mechanic where a units size gets reduced could have a couple of stratigic implications. 1st, if you take a strike group including ships and ground units to a fight and and they all take damage, this could simplifying the mechanics of going home afterwards. If some of your carriers got blown up or their hangers got downgraded, (as per the mechanic you describe above), and your level 10 ground units got badly damaged but not destroyed you are going to be stuck without enough room to carry them, even though that heavy damage should represent a reduction in their size.<br/><br/>Another stratigic element gets introduced if we end up using a mechanic that limits the size of forces that can board or defend orbitals. Let's say, for example, that a carrier has hanger space of 100. You board it with a level 10 (X100) Infantry unit. After a few rounds it absorbs 25% damage and downgrades to a level 9 (X75). If you have a carrier looped to deploy level 7 (x25) units you will have a plan in place to automatically reinforce. (If we use the automatic Beachhead critical/event that I described above, a downgrade in level might be an expected cost of boarding a station, meaning that you might have to spend several turns with deploy orders looped to fill up the hanger capacity). Conversely, the defenders could also have Carriers standing by looped to deploy reinforcements just in case they get attacked.<br/><br/>I know I've created another wall of text here, but bear in mind that I am just describing the implications I see in a very simple gameplay mechanic of ground units automatically losing a level when their hitpoints drop to the level below them.]]></description>
<pubDate>Thu, 27 Apr 2017 08:42:38 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>What if you make it upgrade like a mix of ground units and space units. Upgrading increases size and logistics like a ground unit, but you choose from a menu whether firepower, armor or hanger space gets bumped up with that level.<br/><br/><br/>I propose that both defenders and attackers can only put units that fit into the hanger space on the station at a given time. They are not sharing the space, they can both fill it. And if more than one corp is defending or attacking they can both use the hanger space separately. Incentive to operate a station with allies. Attackers could swap out a unit that is damaged but will be giving the defenders a turn to push the capture bar without opposition. Defenders could swap out, but will become the attackers next turn if they don't leave a unit behind to hold the fort.<br/><br/>What about my question about Grav-sleds and Longdoors from the top of this page?<br/><br/>And what about the suggestion that ground units, (not just star-bases), drop levels when their hitpoints drop below the max for a lower level?</blockquote><br/><br/><br/>I intend to make ships as well as ground units loose levels as a type of critical hit. You would have to already be hurt and you will have to take a big hit. Or the chance of a downgrade scales up with the amount you took that turn and modified by how low you already are.. If you got hit for 2% even though you are already at half damage, you're probably not going to get a downgrade. If you get hit for 20% of your total in one turn, the chances are very high. When downgraded you won't lose any additional hit points just loose the level so your health bar will actually go back up close to full  (in the case of ground units) but you are now a smaller unit. . On ships It will be a random level upgrade but it could take off your Hit Point upgrade. In that case we want to try to not make the ship effectively take more damage, instead the downgrade will lower you max hits but lower your damage by the same amount if we can pull that off. It should be noted that your units do less damage as they get hurt. goes to about half firepower at 1% remaining <br/><br/>I'm not a fan of giving Artifacts effects additional special powers in niche situations like orbital installation attacks. I can almost pull off the teleport to the moon from the planet because I actually had to block the normal ground movement from allowing that. Fighters could barely make the 6 space leap across the gap onto the moon =)<br/><br/>The gravity sled reflects the gravity near the ground to let you float or skim quickly, not sure how that affects A Starbase raid. And the Longdoor system makes a portal that the units can use to step through to a distant location. Hence it s "Long Door" but I don't envision it working INSIDE a Starbase, they aren't personal teleporters. Granted, thats all Flavor Text and we can really do whatever we want. <br/><br/>It would be better to do something like Movement speed on units offers some kind of defense or bonus in combat so when your Infantry has a 26 movement with a Long Door system it has some high stat. For example the chance of a level downgrade can be modified downward by a units movement speed. Faster units can escape better and prevent a critical downgrade so a Movement 25 unit has almost no chance of being hit with the "Massacre! -1 Level" critical. Ships also. Scouts would have a less chance of being downgraded than capital ships. Not that it means as much  =)]]></description>
<pubDate>Wed, 26 Apr 2017 21:41:12 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>No, it's a fair point. Maybe the Terran Federation should occupy those slots around earth. I'd rather see the community self regulate, though.  Doc was talking about Guilds cooperating to finance stations. I think it would make the most sense if most starbases were finaced with taxes so planet leaders would usually run them. Going back to what got this conversation started, the main long term benefit of having a stationm, when you weren't actively at war with forces on the planet below, is it would ensure control of at least one quadrant, thus preventing a blockade of your planet. Maintaining control of the skies might become an important campaign promise.</blockquote><br/><br/><br/>Terran feds Having units at the Strategic Orbits (working name) just like the cities and/or mega structures of their own on Earth is probably a good idea. You wouldn't be able to take them over, or if you did, you would be facing constant takeover attempt by Terran Feds. Their fleets are limited by the available RAM onthe server so They will win eventually =)]]></description>
<pubDate>Wed, 26 Apr 2017 18:34:51 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Valhalla</b> wrote:<br/><blockquote>I'll just leave this here...<br/><br/>"DOOM CANNONS" -Doctor Dread</blockquote><br/><br/><br/><img src="http://baronsofthegalaxy.com/images/uploads/obgun.png" border="0">]]></description>
<pubDate>Wed, 26 Apr 2017 18:32:10 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[No, it's a fair point. Maybe the Terran Federation should occupy those slots around earth. I'd rather see the community self regulate, though.  Doc was talking about Guilds cooperating to finance stations. I think it would make the most sense if most starbases were finaced with taxes so planet leaders would usually run them. Going back to what got this conversation started, the main long term benefit of having a stationm, when you weren't actively at war with forces on the planet below, is it would ensure control of at least one quadrant, thus preventing a blockade of your planet. Maintaining control of the skies might become an important campaign promise.]]></description>
<pubDate>Wed, 26 Apr 2017 16:03:41 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[I've been thinking about this and I kinda see a problem with doing this on earth in particular. <br/><br/>Lets say someone builds one of these huge megastructures that can influence or interdict the planet in some way (yeah and DOOM CANNONS!)<br/><br/>The problem which you run into is that many corps will be Earth bound because if they are not paying accounts their HQ will necessarily be on Earth (and probably at least part of their production) the consequence of that seems to be potentially kinda a bit harsh... or am I just seeing this all wrong?]]></description>
<pubDate>Wed, 26 Apr 2017 15:26:33 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from John </title>
<description><![CDATA[I'll just leave this here...<br/><br/>"DOOM CANNONS" -Doctor Dread]]></description>
<pubDate>Wed, 26 Apr 2017 12:15:52 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[What if you make it upgrade like a mix of ground units and space units. Upgrading increases size and logistics like a ground unit, but you choose from a menu whether firepower, armor or hanger space gets bumped up with that level.<br/><br/><br/>I propose that both defenders and attackers can only put units that fit into the hanger space on the station at a given time. They are not sharing the space, they can both fill it. And if more than one corp is defending or attacking they can both use the hanger space separately. Incentive to operate a station with allies. Attackers could swap out a unit that is damaged but will be giving the defenders a turn to push the capture bar without opposition. Defenders could swap out, but will become the attackers next turn if they don't leave a unit behind to hold the fort.<br/><br/>What about my question about Grav-sleds and Longdoors from the top of this page?<br/><br/>And what about the suggestion that ground units, (not just star-bases), drop levels when their hitpoints drop below the max for a lower level?]]></description>
<pubDate>Wed, 26 Apr 2017 10:35:51 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>I think megastructures should require components and raw materials to build them.<br/><i>edited by cyb0rg on 4/25/2017</i></blockquote><br/><br/><br/>Most likely, its going to take a giant and expensive ACP (Orbital) Item, like 5000 cargo 100 million dollar thing. Better use a Fleet to escort that!. Deploy that onto the orbital locations and it builds but starts 5% hit points and has to "repair" till full before coming online 100 turns later. You can choose between whatever orbitals we have to deploy it . Starbase, Orbital guns, Warp Gate. Might only allow one of each per orbital location. Like maybe you can have a base, gun and gate all in the same spot as 3 separate things(?) I kind of like the one per spot limitation though.<br/><br/>It upgrades like a ground unit and leveling it up to 10 and maintaining the upkeep is going to be ... daunting ... and prohibitively expensive unless you have a planet with 100 million population on it.The games units are made to be relatively easy to get, but more and more expensive to maintain. Everything needs to be "profitable" day to day. Like there no point upgrading your warp gate to transport monoliths unless we're really sending monolith fleets across the systems. I'm sure there is a level 10 Gate somewhere in Sol, we don't need 12 in the system.<br/><br/>I'm considering making a Guild feature to tax the guild members so the guild leaders can finance these things, or gigantic fleets. They would be terribly expensive for a single player to have and at high level. <br/>These would be the end game mega structures. We don't expect to see level 10 version of them just like we don't need to see 5 level 10 Chem factories on a planet with no cities. The goal is NOT to Upgrade everything to the max although I realize that is half the fun =) Leveling up everything is viable when there is legitimate need or demand. Like everything else. you can get them in the air pretty easily, at level 1 they are not out of reach. You can have them,but might have a hard time maintaining them if they are just sitting there.]]></description>
<pubDate>Tue, 25 Apr 2017 23:23:12 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[Or components, if that isn't a bridge to far on the complexity highway.<br/><br/>So, rather than say infantry defenses require an upgrade slot, they are a structure. Or that the star fortress itself works like a land fortress, in that it absorbs damage that would otherwise hit the defenders. In this interpretation, you can have attackers choose to either attack or capture. A higher level fortress will protect the troops and also give them a multiplier on the capture bar. So you might need to pound the fortress and defenders down a few levels before the capture will make any progress. Upgrades are lost randomly as the fortress takes damage and loses levels. If the attacker grinds the fort and defenders down faster than they get ground down, they will start making capture progress. For this model it might be useful for a pull down menu to tell attackers (which includes the armada that deployed the boarders) to stop at a certain percentage, similar to the guard order. Because they don't want to blow the station up if they have deployed boarders.<br/><br/>My reasoning is to give the defenders a home court advantage and attackers a reward for engaging in a space battle outside the station.<br/><br/>Here's some more fun ideas:<br/><br/>The first turn troops board a station they should automatically have an event called "Beachhead" that gives them a huge penalty to damage resistance for that one turn. They are also potentially hit by ships and fighters outside the station during the beachhead event. Unless they use Longdoors, which is my next point.<br/><br/>Like, if a carrier dropped infantry in space right one square above a planet, could that infantry move the one space onto the surface?I know ground units can't travel through space. But if they are within their movement points and land, can they make a jump to legal land space? If so, would a Gravity Sled artifact upgrade allow them to jump from three squares away? That would create an option for troops to try to board without the space battle.<br/><br/>It should be a legitimate tactic of the station defender to focus on anti-ship weapons to defend. If they can knock out some of the hanger capacity of the attacking armada, then the boarders on these units can't be deployed. A counter to this, if Gravity sleds work through space, is to park the fleet within 3 spaces of the star base, deploy the boarders and let them sled to the base. The boarders will get hit harder without the fleet absordbing the defenders fire during the beachhead event, but that would be worth it if the defender has focused on ship killing defenses and neglected boarding defenses.<br/><br/>And if that works then infantry equipped with a Longdoor artifact would be the ultimate trump card because they could teleport from the planets surface. And longdoor units should reasonable skip the beachhead event because they are teleporting into the station. A level 10 Terminator Legion with longdoor would be the ultimate station capturing unit. <br/><br/>What if the bigger orbital structures occupy 4 squares? And a different corp can hold each square. You could end up with extended trench warfare inside the orbital with different sides ferrying reinforcements to their own beachhead. (That also opens up the possibility of a guild having cooperative ownership. I'm not sure how you would handle cooperative control though. Maybe have the members elect a Commodore of the station).<br/><i>edited by Hutton on 4/25/2017</i>]]></description>
<pubDate>Tue, 25 Apr 2017 21:57:48 GMT</pubDate>
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<title>Message from cyb0rg</title>
<description><![CDATA[I think megastructures should require components and raw materials to build them.<br/><i>edited by cyb0rg on 4/25/2017</i>]]></description>
<pubDate>Tue, 25 Apr 2017 17:50:50 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>Yes to taking multiple turn to dismantle the station. Maybe even multiple turns for each level. I think that's a better solution than the old Corp retaining ownership, for the repair cost reason Vulpex mentions.</blockquote><br/><br/><br/>I'm leaning towards, if you capture it, its yours. Just make not so easy/cheap to capture them, and its not like you can't take it back.. Like if you don't have an appropriate capture force then capturing the station isn't viable.<br/><br/>I don't want to make a different upgrade for Infantry defense. I mean seriously. You can just have Infantry ON the station. its like the same thing. Perhaps we'll work some kind of mechanic that makes it harder to capture with "Capture Flagged" units on the defense. OR Any Infantry in some sort of guard mode ... OH WAIT <b>*Brain Lightning*</b> , any infantry that is is ordered to "CAPTURE" just like the opposing attackers do the SAME THING as the attacking capture units are but in reverse. You do no damage, or maybe half, and your attack damage is instead put towards the capture bar. The defenders in Capture mode HEAL the capture bar. The attackers lower it. That sounds fantastic =)<br/><br/>So when you have a lot of infantry fighting at a station, you an set them to Capture on the defense and it "heals" the capture bar, or perhaps they do that by default. If you force them to attack then they attack normally but on defense if there is any capturing going on, they auto defend the capture. The health  of the station still acts as a reduction to the attackers so its very difficult to take a healthy station unless you're coming in with literally 10x the infantry. But you can beat up the station and then as it gets low, send in the super commando carriers to attempt a takeover. this also means we don't have to do any "Absorbing units" to man the station and recover the capture bar. Anytime there are infantry at a station with capture damage they heal it with there firepower. <br/><br/>Makes me want to stall the launch by a month =)]]></description>
<pubDate>Tue, 25 Apr 2017 16:14:59 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[Yes to taking multiple turn to dismantle the station. Maybe even multiple turns for each level. I think that's a better solution than the old Corp retaining ownership, for the repair cost reason Vulpex mentions.]]></description>
<pubDate>Tue, 25 Apr 2017 15:42:39 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote>I'm thinking of some kind of "Capture Progress Bar" Almost like another Hit Point bar that if you deplete then you capture the installation. But that gets tricky with multiple players trying to capture. Perhaps you can attack "To Capture" just like you can attack "To Raid"  and it puts your Corp damage against this Capture threshold. 5 corps can try to capture at once. Once the capture threshold is reached the Corp with the most "Capture Damage" takes the place. Attacking to Capture causes half damage....<br/><br/>That's getting convoluted, Scrap that idea...<br/><br/>To capture an installation you have to attack with "Capture Flag" which doesn't reduce any damage except maybe against the installation,  and after you clear all enemies out then your attack on the installation becomes a capture that takes some time based on how much firepower you have against it and the size of the place....<br/><br/>Not sure about that either.....<br/><br/>Hmm so how about this Whatever units are set "To Capture" do not add anything to the combat itself, although they take damage, they are effective damage zero, there damage is instead applied to a capture threshold, which can be literally be another gauge of the units max hit points.. Once captured it changes sides immediately(?) I would go with that IF we made it so the amount of Capture damage you are doing is reduced by how healthy the installation is. If its 100% then you are 10% effective. if its at 20% hit points you are probably 90% effective with your capture damage. That makes it 10x harder to "Capture" a healthy station but viable to capture one that is almost destroyed, but you have to essentially attack all its hit points again. You can switch your orders on other units to "Capture" as it gets lower If you're going for a capture. You can also send in a huge fleet of commandos doing zero actual damage and try to Take a healthy installation but it would have to be quite large, take a while AND you're gonna get pounded by any other forces there the entire time. Once you actually take a installation like this, its probably badly damaged and any other corps in the fight can probably take it back from you pretty easy also. <br/><br/>Perhaps the units you are using to capture get "destroyed" to man the place. how many units you lose in this way determines how much Capture Damage is immediately replaced. If you capture with a single level 1 commando in the end. You will lose that commando but have only 100 Capture Damage left on the installation, someone else can take it from you easily until it "heals" . If you use a level 10 commando and take it. The Capture Damage will be restored by their hit points which is probably thousands. Ships can be used to capture but not actually take the place. If there are no commandos or infantry to "absorb" to man the station then you cant actually take it even though the Capture Damage is at zero,.<br/><br/>To avoid the "Take and Salvage immediately for 2 billion" problem, capturing an installation is not a permanent thing(?) . Its still owned by the original corporation and salvaging it will give them the money. Also, perhaps you cannot salvage the installation outright you literally have to salvage back all the levels to 0. That will take some time? <br/><br/>With some refinement I think this might work. Sounds fun fighting over a station which then goes to a capture war. =)</blockquote><br/><br/>Another factor which might make this simpler or more complicated, I'm not sure: I'm assuming Orbital bases will be upgradable like ships. So it will have a base Attack, Hitpoints, Hanger, etc... and you can scale those up by investing a level in them. A smart corp will have at least a level 1 Infantry unit in the hanger to repel a sneak attack even in peacetime, but if your expecting an attack you have to make a choice about about balancing hanger space with armor and firepower. And even after that you have to balance space for your ship troopers with spacefighters if you have any. (While we're at it, clarify that. Can regular fighters and bombers fight in space, or just special units?)<br/><br/>So, the way I see it, if you have 5 corporations fighting over one platform, one of them can capture it, but the fighting can keep going on into the next turn. Whoever is in control gets a bonus to defend, just like with military structures in cities, but the effectiveness is reduced as the platform takes damage. Or, maybe the interior defenses on the station get built just like city defenses and can be damaged separately by ships in the battle going on outside. Maybe fighting between soldiers on the station doesn't normally damage the station's hull, but does when there is a special event for the units, like the bonuses and penalties that units get in regular combat.<br/><br/>So if you are attacking a station, you'll have an easier time taking it if you soften up the defenses with fire from an armada, but will have an easier time defending it if you have enough troops to take it quick before your fleet smashes up all the defenses. For that to play out so it's not all are nothing, could you make it so a damaged structure drop a level when it takes 50% damage instead of getting destroyed? (For that matter, wouldn't it make sense for that to happen to all ground units?)<br/><br/>So, yes to capture progress bar. Defenders push it left, attackers push it right. If combined attackers push it all the way right, attacker that did the most damage that round takes the bridge. If the other corp that was attacking is attacking the area, as opposed to the old defending corp, they will just keep pushing right. And the old defender can start pushing right with them. And unless the new defender is strong enough to push it left against the combined attack, they will get ousted the next turn. And  maybe the two attackers are even attacking each other in the same turn they are trying to take control, because they need to weaken each other to so the other corp doesn't get the bridge first and the defensive bonus that comes with it. It becomes a battle of attrition. <br/><br/>Because I like that scenario, I'm going to argue against the troops getting consumed to bolster the station against the next attack, and the next attack is against the station. I want the troops to stay on the station and fight the next wave of attackers themselves.<br/><i>edited by Hutton on 4/25/2017</i>]]></description>
<pubDate>Tue, 25 Apr 2017 15:28:24 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[hmm... if the original company still owns the installation (even if it has been lost) do they pay for the repairs it might incurr too? Maybe you have to then separate between ownership and control.<br/><br/>Also... I sorta like the idea of infantry and/or commandos manning the stations - gives some sense to the low hangar values of some of the attack ships - they can use that cargo to bring in a couple of commandos to capture the station.]]></description>
<pubDate>Tue, 25 Apr 2017 14:57:00 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>You mentioned making orbital structures capturable. I'm assuming that Capture would be a new order type or a modifier to the Attack order. I suggest making ground units a requirement for capturing Orbital structures. And that only foot soldiers, like Infantry and Commandos should be good at it. (By the way, if your not already locked into by the art you have commissioned, may I recommend Combat Engineers and Cyber-Commandos instead of Commandos and Cyber-Assasins, given that that unit type specializes in attacking structures).<br/><br/>This might justify a new Marine unit. (For the benefit of anyone that doesn't already know this, prior to the twentieth century Marines were ship's soldiers whose primary mission was to fight and repel boarding actions. The emphasis changed to establishing beachheads during WWII, but the term marine would be acurately applied to soldiers specializing in EVA and corridor to corridor fighting).<br/><br/>The way I see it, you should be able to blow up or soften up a station with your fleet, but you'll need boots on the hull to capture it.</blockquote><br/><br/>I'm thinking of some kind of "Capture Progress Bar" Almost like another Hit Point bar that if you deplete then you capture the installation. But that gets tricky with multiple players trying to capture. Perhaps you can attack "To Capture" just like you can attack "To Raid"  and it puts your Corp damage against this Capture threshold. 5 corps can try to capture at once. Once the capture threshold is reached the Corp with the most "Capture Damage" takes the place. Attacking to Capture causes half damage....<br/><br/>That's getting convoluted, Scrap that idea...<br/><br/>To capture an installation you have to attack with "Capture Flag" which doesn't reduce any damage except maybe against the installation,  and after you clear all enemies out then your attack on the installation becomes a capture that takes some time based on how much firepower you have against it and the size of the place....<br/><br/>Not sure about that either.....<br/><br/>Hmm so how about this Whatever units are set "To Capture" do not add anything to the combat itself, although they take damage, they are effective damage zero, there damage is instead applied to a capture threshold, which can be literally be another gauge of the units max hit points.. Once captured it changes sides immediately(?) I would go with that IF we made it so the amount of Capture damage you are doing is reduced by how healthy the installation is. If its 100% then you are 10% effective. if its at 20% hit points you are probably 90% effective with your capture damage. That makes it 10x harder to "Capture" a healthy station but viable to capture one that is almost destroyed, but you have to essentially attack all its hit points again. You can switch your orders on other units to "Capture" as it gets lower If you're going for a capture. You can also send in a huge fleet of commandos doing zero actual damage and try to Take a healthy installation but it would have to be quite large, take a while AND you're gonna get pounded by any other forces there the entire time. Once you actually take a installation like this, its probably badly damaged and any other corps in the fight can probably take it back from you pretty easy also. <br/><br/>Perhaps the units you are using to capture get "destroyed" to man the place. how many units you lose in this way determines how much Capture Damage is immediately replaced. If you capture with a single level 1 commando in the end. You will lose that commando but have only 100 Capture Damage left on the installation, someone else can take it from you easily until it "heals" . If you use a level 10 commando and take it. The Capture Damage will be restored by their hit points which is probably thousands. Ships can be used to capture but not actually take the place. If there are no commandos or infantry to "absorb" to man the station then you cant actually take it even though the Capture Damage is at zero,.<br/><br/>To avoid the "Take and Salvage immediately for 2 billion" problem, capturing an installation is not a permanent thing(?) . Its still owned by the original corporation and salvaging it will give them the money. Also, perhaps you cannot salvage the installation outright you literally have to salvage back all the levels to 0. That will take some time? <br/><br/>With some refinement I think this might work. Sounds fun fighting over a station which then goes to a capture war. =)]]></description>
<pubDate>Tue, 25 Apr 2017 14:44:20 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[You mentioned making orbital structures capturable. I'm assuming that Capture would be a new order type or a modifier to the Attack order. I suggest making ground units a requirement for capturing Orbital structures. And that only foot soldiers, like Infantry and Commandos should be good at it. (By the way, if your not already locked into by the art you have commissioned, may I recommend Combat Engineers and Cyber-Commandos instead of Commandos and Cyber-Assasins, given that that unit type specializes in attacking structures).<br/><br/>This might justify a new Marine unit. (For the benefit of anyone that doesn't already know this, prior to the twentieth century Marines were ship's soldiers whose primary mission was to fight and repel boarding actions. The emphasis changed to establishing beachheads during WWII, but the term marine would be acurately applied to soldiers specializing in EVA and corridor to corridor fighting).<br/><br/>The way I see it, you should be able to blow up or soften up a station with your fleet, but you'll need boots on the hull to capture it.]]></description>
<pubDate>Tue, 25 Apr 2017 12:18:53 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[I was actually trying to suggest something even more limited than that. Just that a blockading fleet engages in one round of combat with any units moving in or out of the planet's sector, (or whatever you call the coordinate tier that holds a whole planet). So if you have a big fleet they will wipe out a single cargo ship, but a convoy of ships would make it through because the damage would be spread between them.<br/><br/>But if this quadrant mechanic seems workable to you go for it. It sounds awesome.<br/><br/>Speaking to Vulpex's earlier point about interstellar trade, it just occurred to me that the most likely product for interstellar trade would actually be ships themselves. And maybe special ground units. I could see, once the population fills out, a corp setting up some big shipyards and then selling ships for a premium to players that in a war and can't wait for their own yards to pump out a Monolith. Or special units to players that can't afford to operate a Research Station in their own crowded system, or want a certain unit they haven't been able to get through a random quest.]]></description>
<pubDate>Tue, 25 Apr 2017 11:49:09 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>Hutton</b> wrote:<br/><blockquote>As far as support from ground units supporting blockade running, I was actually thinking more about the Military Structures helping out. (And maybe just to contribute firepower, not absorb damage). But Doc has mentioned that some ground units can fight in space and some can't. Like, I think he said commandos can, but infantry can't. And the description of some of the special fighter units in the game say that they can fight in space, from which I infer that regular fighters can't. So this would be an opportunity for that advantage to be put to use, because it doesn't look like it serves a purpose right now.</blockquote><br/><br/><br/><br/>I don't see a good way to actually prevent units from moving through a blockade in the game. We might be able to do something like units move slower, even 0 under some sort of blockade on a planet but I don't like the prevent movement mechanic at all.   I DO see some potential in having "blockades" where any ship entering the planet space will get continually fired upon or attacked by the blockading force. <br/><br/>Say for example, you can have ships parked at a Starbase and anything at a Starbase can be set to "blockade" the entire planet with the same options of a regular attack. Actually you would be able to do this without a starbase, just be parked at one of the 4 or 8  special locations in space near the planet that we put in. From that location your fleet can essentially engage ANY ship anywhere on the entire planet screen, ground and space. If you send a fleet to one of these special spaces and set it to Attack Everyone, that fleet will automatically be in combat with any ship on the planet without moving. It is just like how Orbital guns were going to work except you are parking a fleet at an orbital location instead of building a gun. <br/><br/>This is an interesting idea because now it solves the problem of space fights. These 4 or 8 locations around every planet would be something you would fight over if you want to pin down the planet. We could make the orbital guns and blockading fleets parked in these 4 corners only cover that quadrant of the planet they are on, so if you really wanted to blockade the ENTIRE planet you would have to take all 4, otherwise there would be sections of the planet that are open. You wouldn't be stopping anyone from going in, but they will be constantly attacked buy a blocking fleet. You wouldn't have to "chase down" anyone which is something that was going to be very difficult to implement. Having these 4 locations only cover that quadrant of the screen prevents opposing guns, bases, blocking fleets from attacking each other also, Except for that one line of middle spaces across 12 X and Y not sure how to handle that, Maybe they both can fire on ships at those locations. And that means all 4 quadrants could fire into 12:12 . interesting ....]]></description>
<pubDate>Tue, 25 Apr 2017 11:32:41 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[As far as support from ground units supporting blockade running, I was actually thinking more about the Military Structures helping out. (And maybe just to contribute firepower, not absorb damage). But Doc has mentioned that some ground units can fight in space and some can't. Like, I think he said commandos can, but infantry can't. And the description of some of the special fighter units in the game say that they can fight in space, from which I infer that regular fighters can't. So this would be an opportunity for that advantage to be put to use, because it doesn't look like it serves a purpose right now.]]></description>
<pubDate>Tue, 25 Apr 2017 09:20:48 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[<b>Vulpex</b> wrote:<br/><blockquote>Blockades... now you are onto something... <br/><br/>It actually can have several applications including for instance the fact that city rulers could decide that certain goods are illegal to buy and/or sell in their city and blockade anyone moving that stuff (a great way to manipulate markets that) I think the idea of a star fortress blockading a whole planet might be a bit over the top but it is something interesting overall. You could even build specialized blockade running ship if for instance your chances of running a blockade depended on your ship's speed and size or something like that (so a scout could have a reasonable chance of getting through but that Battleship? Not so much)<br/><br/>For development at a later date - it seems a bit silly to have spaceship combat and ground forces fighting each other as they do now... I mean really? Infantry with rifles shooting away and a monolith in orbit? Or artillery and tanks for that reason doing the same :p (I won't forget that one Dread)</blockquote><br/><br/>What your describing is also interesting. I guess that would involve adding a menu to the Guard order to attack units carrying certain Products. Is that as simple as it sounds, Doc?<br/><br/>I was imagining the stategy for running a blockade to be using a large convoy, maybe of several corps at once so damage is spread to thin to hurt. <br/><br/><br/>(Which speaks to another suggestion. Some people have requested ETA's for completion of units orders. Related to that, it would be nice if you could set an ETA for a string of orders, like in Hearts of Iron. So if you are trying to coordinate an attack with another player you can agree to strike on turn 3256, set the as the ETA, and the units will calculate how long their orders will take and wait an appropriate number of turns to start).<br/><br/>Sneaking through would have to be a different kind of movement order or an option within the movement orders, I guess. That would be cool. Are we asking for too much yet?]]></description>
<pubDate>Tue, 25 Apr 2017 09:13:37 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[<b>Vulpex</b> wrote:<br/><blockquote>Ohhh.... warp gates.... <br/><br/>To be honest that is probably the only way to have any kind of meaningful commerce if the galaxy really starts to open up. Even fast scouts will take significant amounts of time flying around the corners of the galaxy.</blockquote><br/><br/>It seems about right that interstellar trade would be an outlier. I expect systems, and even planets, to be mostly self sufficient. I'm only buying and selling off Earth right now when they is a big spike or crash in demand of some product off planet. But, if at some point luxury goods that were unique to particular planets were introduced. The top social classes on Centauri would probably pay through the nose for some French wine or Cuban cigars, for example.<br/><br/>Also, I was inferring that it was an intended feature of the design that each system work a little like separate game instances. Players can bounce between until they find a place to stake their claim rather than set up an empire that spans multiple systems. I have a small presence on Centauri right now to take advantage of the less crowded Artifact, but I look at that as temporary opportunism.]]></description>
<pubDate>Tue, 25 Apr 2017 09:02:42 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[Blockades... now you are onto something... <br/><br/>It actually can have several applications including for instance the fact that city rulers could decide that certain goods are illegal to buy and/or sell in their city and blockade anyone moving that stuff (a great way to manipulate markets that) I think the idea of a star fortress blockading a whole planet might be a bit over the top but it is something interesting overall. You could even build specialized blockade running ship if for instance your chances of running a blockade depended on your ship's speed and size or something like that (so a scout could have a reasonable chance of getting through but that Battleship? Not so much)<br/><br/>For development at a later date - it seems a bit silly to have spaceship combat and ground forces fighting each other as they do now... I mean really? Infantry with rifles shooting away and a monolith in orbit? Or artillery and tanks for that reason doing the same :p (I won't forget that one Dread)]]></description>
<pubDate>Tue, 25 Apr 2017 08:54:55 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[<b>Doctor Dread</b> wrote:<br/><blockquote>Space elevators, I can't image what practical in game use we can make for those. Once you have anti gravity on spaceships, elevators aren't very viable anymore. I did have an idea of Military bases allowing ground units to make a "Moon Shot" and jump to a neighboring moon. Not sure if thats very useful either.<br/><br/>...<br/><br/>I was really trying to think of some kind o mechanic that makes taking territory worth something. Like you can militarily go into a city and somehow hold it for cash. Give military guys some kind of war game to play that isn't simply kill everything. I might make the Pirate factions do something like that. They walk into towns and hold them and extort some kind of tax on everyone. Perhaps make ruler elections run mainly on military power at the location. Just ideas.</blockquote><br/><br/>Yeah, if anti-gravity is part of the canon then space elevators are already obsolete in the setting.<br/><br/>I'm going to participate in derailing my on stated topic for this thread now, and say that blockades are the obvious application of military force in a game primarily about commerce.<br/><br/>Doc, is it possible in your code to treat the next level up in the map as coordinates that can be occupied? (What is that level called, other than planetary? What do we call it in the squares that don't have planets?) Or is it possible to create another coordinate that touches all the squares on the edge of the level 2 squares? If it is, we could call that square "Orbit". And you could create a Blockade order that allows fleets to engage in one round of combat with any nits that pass within one square of them.<br/><br/>Blockades might be an effective way of keeping other players off overcrowded resources or extorting them to leave the resource.<br/><br/>If implemented, the Blockade order should have a safe list of corporations that will not be attacked.<br/><br/>There should maybe be a "Run Blockade?" checkbox, if technically feasible, that will stop corps from accidentally running blockades because they weren't paying attention.<br/><br/>If a planet has a Star Fortress, that blocks everyone but the fortress owner from blockading that planet. So, that's another potential advantage of Orbital Mega-Structures. <br/><br/>If technically feasible, ground defenses, like Ion Cannons, should help ships running the blockade. At a penalty if that ends up including all forces on the planet to reflect that defenses in New York and Sydney can't both be pointed in the right direction at the same time. Maybe there would be some mechanism to specify what city the blockade is being run from and only that city's defenses can participate. That's probably too complicated, though.]]></description>
<pubDate>Tue, 25 Apr 2017 08:46:22 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[Ohhh.... warp gates.... <br/><br/>To be honest that is probably the only way to have any kind of meaningful commerce if the galaxy really starts to open up. Even fast scouts will take significant amounts of time flying around the corners of the galaxy.<br/><br/>I actually like the idea that some cities may somehow end up under martial law where the ruler election is then determined by military power rather than economic one. <br/><br/>Moon shots - limited in use yet but you never know... would not make it a priority anyhow.]]></description>
<pubDate>Mon, 24 Apr 2017 22:25:37 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[<b>cyb0rg</b> wrote:<br/><blockquote>Ring worlds and Dyson Spheres.</blockquote><br/><br/><br/>Every Sci Fi Fan wants Ring Worlds and Dyson Spheres! Not exactly in the scope of the game though. We recently discover space travel and move directly to Ring Worlds and Dyson Spheres =)<br/><br/><br/>It can possibly be something you find and interact with as part of an event but you won't be manufacturing "Galactic Alienworks" (new term, copyright!) no matter how much Illegal Cyberwear you are selling]]></description>
<pubDate>Mon, 24 Apr 2017 22:22:23 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Doctor Dread</title>
<description><![CDATA[Space elevators, I can't image what practical in game use we can make for those. Once you have anti gravity on spaceships, elevators aren't very viable anymore. I did have an idea of Military bases allowing ground units to make a "Moon Shot" and jump to a neighboring moon. Not sure if thats very useful either.<br/><br/>So far the only Orbitals I can think of that would mean anything are the Orbital guns that can support any attack on the planet itself. A star base Where you can actually land units on, be considered ground?, Act as a Shipyard and also a space fort. Heals ships faster. And a warp gate that can link to another warp gate. Leveling it up probably means bigger ships can go through up to monoliths. Players who use it pay the owner,. <br/><br/>That's one offense, defense and and commerce structure. Might make a way to take over the orbital instead of destroying it.<br/><br/>I was really trying to think of some kind o mechanic that makes taking territory worth something. Like you can militarily go into a city and somehow hold it for cash. Give military guys some kind of war game to play that isn't simply kill everything. I might make the Pirate factions do something like that. They walk into towns and hold them and extort some kind of tax on everyone. Perhaps make ruler elections run mainly on military power at the location. Just ideas.]]></description>
<pubDate>Mon, 24 Apr 2017 21:11:50 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from cyb0rg</title>
<description><![CDATA[Ring worlds and Dyson Spheres.]]></description>
<pubDate>Mon, 24 Apr 2017 21:03:23 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Vulpex</title>
<description><![CDATA[Railguns have a problem - if you try to shoot anything through earth atmosphere into orbit ... it will explode. Doesn't matter if you use a railgun or anything else, the needed speed (something like mach 11 or 12) vs the friction of the atmosphere on earth will cause it explode. Kaboom.... Not ideal for shipping grandma's china. (Though it could work on some low atmosphere planets or moons).<br/><br/>Thing is right now, aside from having different resource distribution all planets are essentially the same. But try driving a tank through Jupiter - I dare you :p <br/><br/>I too really like the idea of orbital structures, or even at some point orbital stations which would allow for funky stuff to happen. (Maybe slightly faster spaceship construction at increased cost or something like that).]]></description>
<pubDate>Mon, 24 Apr 2017 10:27:03 GMT</pubDate>
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<link>http://forum.baronsofthegalaxy.com/topic2490-previously-science-now-its-about-space-stations.aspx</link>
<title>Message from Hutton</title>
<description><![CDATA[Some ideas about making the game more sciencey. Please feel free to add your own.<br/><br/>Doc Dread has recently been describing an intention to introduce MegaStructures that exist in orbit around a planet. The first thing that jumped to my mind was space elevators. Space elevators are a means of cheaply transporting material out of a planets gravity well.<br/><br/>The more basic version of a space elevator is a satellite in geosynchronous orbit above the earth's equator attached to some point on the equator by a tether. The speed at which the satellite is moving is actually too high to stay in orbit without the thether and would fly into space if the thether was broken. (This also means the satellite has its own gravity from the Coriolanus force of rotating around the earth, in which up is towards earth and down is interplanetary space). Crawler vehicles climb up and down the tether to move cargo between the satellite and the surface. This is cheaper than launching spacecraft into orbit under their own power.<br/><br/>A cheaper, and weirder alternative to the traditional space elevator is to build an unattached tether in orbit around earth and then set it spinning so the ends dip into the atmosphere as they point down at the planet. The spacecraft flies up into the upper atmosphere like a conventional aircraft using aerodynamic lift, (or is carried that high by an aircraft if it is not built to use the atmosphere for lift), and grabs the end of the tether as it swings into the atmosphere. As the tether spins, it pulls the spacecraft up out of the atmosphere. The spacecraft releases the tether when pointed at the angle closest to its desired destination and is flinged off into space.<br/><br/>A simpler alternative is to build a railgun on the surface that shoots cargo into space like a bullet.<br/><br/>As the game works now these structures wouldn't serve any practical purpose, because all spacecraft have a flat maintenance fee. It costs the same to launch them into space as it does to keep them parked in orbit, so there is no gameplay benefit to a structure that moves cargo into space.<br/><br/>But I throw these out, Dr. Dread, in case you are planning to drop some major updates a year are so from now to mix up the gameplay and give us some new balance issues to contend with. Like making ships cheap to park, fly through interplanetary space or land on a planet; and expensive to engage in combat, fly through interseller space and launch from a planet.<br/><i>edited by Hutton on 4/25/2017</i>]]></description>
<pubDate>Mon, 24 Apr 2017 08:18:11 GMT</pubDate>
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