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Post by Shard on Apr 2, 2010 9:26:13 GMT
You save 60% RP... and the person you're trading with will probably make you pay through the nose in some other way for the privelage.
You're not having to go through the hard trial and error process, you're adapting something that's already done to your own technology. Complete with lab notes.
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Post by Abdiel on Apr 2, 2010 9:29:19 GMT
Ah, *facepalm*. Trade with other people. That makes sense. I thought you meant like trade one tech for another.
In that case, if you trade techs, I think the other person has to give up the tech, he can't just let you copy it. Otherwise two people could just share their techs and have twice as much as everyone else.
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Post by Shard on Apr 2, 2010 9:33:11 GMT
They still have to pay for tech slots.
And I'm not convinced. Two people working together can effectively sell RP for PP, or ships for RP, or all sorts of things that one person alone can't do.
And there's still the research delay. I think it's fine.
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Post by Omega Chief on Apr 2, 2010 10:13:42 GMT
Not to mention the true RP sink of Techslots. Gotta love that system eh And Ab, I don't see why the person should have to give up the tech to trade it? To us an analogy, in Star Trek the Romulans traded Cloaks to the Klingons for Warp drive, neither side stopped being able to use the previous tech now did they?
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Post by Abdiel on Apr 2, 2010 10:19:11 GMT
Well then pretty much every tech is free (not counting the slot) as long as you find someone willing to trade it.
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Post by Omega Chief on Apr 2, 2010 12:19:43 GMT
The trick is to find someone willing to trade it who's developed it Opens up all kinds of new possibilities no?
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Post by Abdiel on Apr 2, 2010 13:50:34 GMT
Does this apply only to production bases, or to research (and defense) as well?
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Post by Kobi on Apr 2, 2010 14:30:15 GMT
Just Production Bases, the Asteroid belts are rich in minerals. The Research bases have no artifacts to research, and the defense structures...I have no idea how to add a turn bonus to those things.
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Post by Abdiel on Apr 2, 2010 14:32:12 GMT
Thought so indeed, makes sense. Just noticed that the rules don't exactly specify that.
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Post by Abdiel on Apr 3, 2010 13:23:36 GMT
Can you place ships in systems where you have no stations? Or do you need a station there? Do you need a Production station, or is any kind of station enough?
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Post by Omega Chief on Apr 3, 2010 16:10:23 GMT
I'd say you need a production station in system to place newly complete ships there.
Otherwise it's like assembling a car outside of a factory.
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Post by Abdiel on Apr 3, 2010 16:31:59 GMT
Maybe a Defense Station also has ship production facilities, just not mining and refining ones.
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Post by Omega Chief on Apr 3, 2010 16:34:33 GMT
So an Airbase cana ssemble an Aircraft from scratch using jsut prefab parts?
Or an army base a tank likewise?
Repair facilities I can understand, but full production abiltiiy? Yea only production bases have them.
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Post by Abdiel on Apr 4, 2010 9:12:04 GMT
2 questions:
Can I move my forces too an ongoing battle and help one side, if I am not taking a part in the battle yet?
Can I place a station somewhere, and then place my ships on it in the same turn?
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Post by Omega Chief on Apr 4, 2010 12:16:44 GMT
If it's on the same turn then yes, you should be able to move forces into a battle to assist one side, just make that clear in your turn.
And yes, I'd allow placing both a station and ships in the same turn.
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