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Old 11-30-2010, 12:18 PM   #22
vicky_molokh
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Join Date: Mar 2006
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Default Re: [Space/Spaceships] TL9 nomad fleet - playable?

Quote:
Originally Posted by cccwebs View Post
Honestly, this thread has played itself out for now. Unless the OP wants to set some basic campaign settings rules, we're just going to be arguing for arguing. It's just too important to know how FTL functions (warp, jump, wormhole, probability, etc), what type of artificial gravity is used (spin or generators), are reactionless thrusters available, etc. Without those settings in place, the design of ships just isn't an effective discussion and there's no way to determine if it's even playable.
Actually, I'm finding the replies quite interesting. Such as the issues of storage per person (incomplete), or the necessities of properly scaling refineries (I haven't noticed that refineries are so much more productive than mining systems before).
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