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High Frontier (Third Edition)» Forums » General

Subject: NASA/SpaceX rss

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Josh
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All of the other factions with shared powers have slightly tweaked rocket/robonaut stats except these two. I was just curious if it was a case of running out of 'basic' stats to pass around, deliberate choice thematically, or merely incidental?
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Pawel Garycki
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The basic stats are:
10-8 misisle
6-8 raygun
6-8 buggy (not the commonly sensed 8-8, see below)

Then there are two modifications to Purple crews:
* -1 rad hardness (but there's a VAB ability)
* improved something to counter the above
The improved something goes as follows:
- UN: +2 thrust = 8 thrust
- B612: -1 mass = 0 mass (best crew for early glories!)

This when it comes to running out of stats.
When it comes to thematic reasons, Space X will have another heavy lift, that is Falcon Heavy, comparable to NASA's SLS (both comparable to Saturn V).

Note that there are many differencies between white and orange player so that the apparent similarity in crew is not so boring:
* white and orange politics differ very much
* orange and white colonists also differ
* orange Bernal location at least in Simulation module can host a lunar dirtside, which is more common to Space X (higher thrust to land) than for Shimizu
* Bernals differ by passenger abilities and, most important, by the suport required for thrust

Btw. it's a pity Space X cannot compete with NASA in High Frontier.
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Bernie Roessler
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improove wrote:

Btw. it's a pity Space X cannot compete with NASA in High Frontier.



And you won't design a variant to give us a way?
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Josh
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Beorndog wrote:
improove wrote:

Btw. it's a pity Space X cannot compete with NASA in High Frontier.



And you won't design a variant to give us a way?


Nah it makes sense. NASA funding is being shredded just as Space X is coming into its own. whistle
 
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Adam Gastonguay
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Shadrach wrote:

Nah it makes sense. NASA funding is being shredded just as Space X is c9ming into its own. whistle


Too soon, man. Too soon.
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Raoul Duke
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Beorndog wrote:
improove wrote:

Btw. it's a pity Space X cannot compete with NASA in High Frontier.



And you won't design a variant to give us a way?


Here's a very rough hack that at least makes it possible:

"In the event that both NASA and SpaceX are being played simultaneously, only one will gain a WT after a given boost operation. The player performing the boost decides which faction gains a WT."
 
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Dom Rougier
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There's no mechanical reason why they couldn't both gain a WT for each boost.

Obviously the rules don't allow it, but if you were to use a "free choice" variant with crew cards, the game will still work.

(I did this with the playtest files)
 
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Pawel Garycki
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As I was standing behind allowing players to mix legacy and radical factions, I observed the arguments for the prohibition of the same abilities simultanously. While the prohibition for the same player colour seems obvious (the lack of components, problems with political voting), the prohibition of the same abilities is not so obvious.
The main reason behind disallowance was Skunkworks ability. Two Skunkwork players would definitely spoil the fun of other players in a 3+ player game.
For boosting ability please note that the discussion of who should receive payment for the Boost is illogical, since there happens to be boosts of mass 0 cards, costing 0 (not counting the value of using an operation). In this case nothing has been paid but should NASA or Space X receive anything? So the 1WT per boosting is abstracted enough just to let it go to both players. Also, if there happens to be two players competing for that 1WT fee (also UN/Roskosmos privilege for claims/industrializations), the other players with straightforward abilities will enjoy life since they will have a full ability and the boosters only half of it. So stick to 1WT per player.
Powersat ability and Felonies ability are commonly shared in the game between players either by byuing Powersat from other player, gaining the privilege by using a factory or obsoleting th privilege by acquiring a push factory; felonies ability is common for all during anarchy and war and by the use of some colonists. So here sharing is not problematic at all.
There is also an issue with 2 Felonies abilities at once in a 3 player game - doom to the player who will be a victim.
If you could stand two Skunkwork abilities at once, then go ahead without any restriction, but for many players please find a solution (someone produce deluxe green trade cards?).
HF is an asymetrical game but I don't mind simulating things.

Let's make a final statement:
You can play factions with similar abilities in a 2 player game without hesitation. For a 3 player game, proceed with caution (avoid two Skunkworks). For a 4-5 player game, stick to the original restricion.
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