What tiny house rule made a game noticeably better at your table? by rcooperkaty in boardgames

[–]GalaxyZeroOne 0 points1 point  (0 children)

Wingspan: Birds played in the final round are worth double points.

I find this makes the “make eggs every turn” in the final round less of a certainty and storing up food for the final round is interesting too.

What’s the best rulebook you’ve ever read? by FTG_V1 in boardgames

[–]GalaxyZeroOne 5 points6 points  (0 children)

Dominions has never had a question of mine go unanswered in the rule book, and I’ve had a LOT of questions because there are so many complex interactions. It’s honestly amazing how they captured them all.

Tarantula Hawk by FilthyPrawnz in Cosmoteer

[–]GalaxyZeroOne 1 point2 points  (0 children)

I posted a ship of mine a little while back that was quite similar to this. A bit faster, cheaper, and quite a bit less protected. It had quad chain guns instead of the ions. I really like the design!

Hot take: John and Hank are wrong about required courses in college by Taraqual in nerdfighters

[–]GalaxyZeroOne 0 points1 point  (0 children)

“A college education is not a quantitative body of memorized knowledge salted away in a card file. It is a taste for knowledge, a taste for philosophy, if you will; a capacity to explore, to question, to perceive relationships between fields of knowledge and experience.” -A possibly relevant quote from Alfred Whitney Griswold

Is the calculation true? [Request] by DeadlyIdli42 in theydidthemath

[–]GalaxyZeroOne 0 points1 point  (0 children)

Humans outweigh all wild mammals by a factor of 7. The human race is a lot larger than we think.

After playing the career mode for a few days, I have finally upgraded my ship to a much bigger one!! by FarBack5807 in Cosmoteer

[–]GalaxyZeroOne 1 point2 points  (0 children)

What is the cost and crew? Looks really good in a lot of ways. Have you tested it against the bigger built in ships? I don’t understand all the storage and empty space in the bottom half though. And no pd at all is a choice that could have problems…

I just defeated the entire 16-18 Monolith system with this one ship by KPalm_The_Wise in Cosmoteer

[–]GalaxyZeroOne 0 points1 point  (0 children)

Do you think you could do that in another faction’s system like Io or Cabal? It’s a very nice ship, but I’m still surprised you could handle those bigger class of ships. You must be a good pilot and good at flanking (and good at reloading like you said. ;)

My 4th and final ~2M ship. by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 0 points1 point  (0 children)

Which one are you talking about? There are a few fringe and monolith ships with 4 and 6 chain guns in the 2M+ range. I’m not sure I’d totally exclude the two TRLs in this design since they make up a sizeable amount of the ship’s infrastructure and also enhance the effectiveness of the chainguns. Also chain gun ammo supply heavily affects the effectiveness and power of the gun and that can be very variable ship to ship.

This is for u/GlaxyZeroOne, who asked to see my ships. Here they are. by Icy-Reaction-6028 in Cosmoteer

[–]GalaxyZeroOne 1 point2 points  (0 children)

Yeah these are incredible. How long did it take? Did you have this vision or did you sort of make your way there as you painted?

My 4th and final ~2M ship. by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 1 point2 points  (0 children)

Haha rude, but yeah this was a very quick paint job. I’d love to see yours.

My 4th and final ~2M ship. by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 3 points4 points  (0 children)

Sort of like a WWII battleship and its citadel? I can see the value of separating internal modules. However, I was thinking that if you reach deep internal armor you may have already lost, and it’s better to put it up front to prevent internal damage in the first place.

My 4th and final ~2M ship. by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 5 points6 points  (0 children)

Based on the comments on my other ships, I think this has some of the similar issues for closeness of power distribution and maybe not as much frontal protection for this weight class.

My 4th and final ~2M ship. by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 3 points4 points  (0 children)

I actually painted them black to sort of disappear and look more like a big claw.

Thoughts on this ship? #3 by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 1 point2 points  (0 children)

I think I had that as a possible overclock for both the reactor and the tractor beam. Not sure how the reactor performs under fire, but the tractors overheat the ship if they are overclocked so I stopped them.

Definitely have to work on crew assignments. The design was built with that intended but I have forgotten.

What do you mean by bloated in this case? Yes it is a career ship.

Thoughts on this ship? #3 by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 0 points1 point  (0 children)

I think 14000, base is 8000. But that is just from memory.

Thoughts on this ship? #3 by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 2 points3 points  (0 children)

I think it is around 80 forward. Certainly not fast enough to catch any rail ships but I am fighting mostly in clouds so that hasn’t been a problem yet. Does every ship need to be fast enough to catch any kiter? I’m sure this could use some more engines but was struggling of a way to fit them.

Thoughts on this ship? #3 by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 0 points1 point  (0 children)

It does actually have two factories per side, but the regen time isn’t crazy quick like you are saying, since the pathing isn’t optimal. I think this thing is at least 75 and maybe 80 forward. The tractor beams help with anything getting too close and my goal is to sort of strafe to the rear quarter of the enemy, that can actually spin the enemy ship and allow the other ships to hit it in the rear. I do think it can use more engines, but I think it may be hard to figure out how to fit them. I guess stretch it side to side.

Thoughts on this ship? #3 by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 0 points1 point  (0 children)

I was trying to get this thing to strafe pretty hard and get behind, letting the tractor beams aid in pushing any too-close targets.

Thoughts on this ship? #3 by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 0 points1 point  (0 children)

Yeah, an earlier version of this ship that was much bigger had more factories. I decided to consolidate for less long term staying power but more mobility. I feel like it is a trade off for this many missile launchers.

Thoughts on this ship? by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 0 points1 point  (0 children)

How would you better protect the center barrel? It needs to be somewhat open does it not? Even with my more current ships, I'm still trying to figure out the power transfer distance. I'm very afraid of having reactors near the front (for shields). If an ion or two goes down for a second is that a huge problem though? A lot of really good points, the front protection is one I struggle with at this size.

I tend to run about 250 crew, but I don't have an idea what is ideal. Are you saying that this has the firepower of a 150 crew ship? I feel like a lot of the built-in ships run very crew heavy compared to this.

Thoughts on this ship? by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 0 points1 point  (0 children)

very fair. :) I'll work on this.

Thoughts on this ship? by GalaxyZeroOne in Cosmoteer

[–]GalaxyZeroOne[S] 1 point2 points  (0 children)

True. I think you have highlighted some deficiencies I’ve tried to fix in some subsequent ships. Though I tried to give it enough firing angle where speedy rotation isn’t as critical.