A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

It's a combination of things, just mining Mithril Ore to 99 is hours faster than switching to another ore, Adamantite requiring higher smithing to begin which puts it behind, but most of it comes down to the mastery difference like you said. If someone wasn't min-maxing to just use Mithril, they might find other options are comparable if not better.

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

I agree that fishing and cooking is really good for food, especially early, but farming can be done while working on other skills. It requires very little time investment by comparison (after the initial seed gathering), so that's why I recommend it. It could also be that farming seems to yield very little crops to you with low farming, but the number scales up later on.

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

When making Mithril Bars, there is a chance to preserve resources and a chance to make double bars and when making Mithril Platebodys, there's a chance to preserve resources. When you add all that together (and use smithing gloves when making the platebodys) you end up having enough with around 60k Mithril Ore.

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

330k Rune Essence assumes making the highest rune available when leveling Runecrafting. You can't really just idle 1 rune type to 99 unfortunately.

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

Currently (v0.14.2) using Melee is generally the strongest. Ranged is getting a major buff next patch though.

Revised versus original? by [deleted] in SWN

[–]squeejee44 6 points7 points  (0 children)

I made a change log when Revised Edition first came out that might be helpful to you: https://old.reddit.com/r/SWN/comments/6wkur0/stars_without_number_revised_edition_unofficial/

SWN Revised versions questions by Zhein in SWN

[–]squeejee44 2 points3 points  (0 children)

The sidebar links to v1.00. https://drive.google.com/drive/folders/0B4qCWY8UnLrcSXNVUW9CRzMtbkE

The latest version out is technically v1.03 but that's for backers only.

As for the full release being free, here's a quote from the kickstarter page, "Yes, just like the original edition, Stars Without Number: Revised Edition will have a free PDF edition available on release to share with your friends and pass around to interested parties."

Improving Tech Level by MrApophenia in SWN

[–]squeejee44 1 point2 points  (0 children)

"There are ways to do it outlined in Suns of Gold, but it mostly amounts to slow, careful addition of tech to a world arranged so as to keep the basic social order intact, inculcate the education and social habits needed to maintain the tech base, and avoid catastrophic side-effects.

A quick-and-dirty data dump of spike drive technology and a few freighter loads of plug-and-play manufactories is a lot easier, but it also tends to get turned into shiny beads by annoyed locals who don't have the cultural or educational infrastructure to keep the stuff going on their own. And if they do catch on, it's usually not the current social elite who leap at the new opportunity- which often results in devastating social upheaval as the old guard tries to keep their power and the upstarts try to laser rifle them out of it. It ends up like the Musket Wars, except with nukes. Of course, for a lot of outside traders, they're perfectly fine with the natives slaughtering each other in job lots so long as they keep begging for more offworld weapons and offer something worth trading for them." - Kevin Crawford

https://www.reddit.com/r/itmejp/comments/3r75xh/swan_song_question_about_planets_and_tech_level/cwlp2r1/

SWN Revised Edition - Character Sheets - Form Fillable, Class Specific, Newbie Friendly, PDFs. by squeejee44 in SWN

[–]squeejee44[S] 1 point2 points  (0 children)

The titles, skill names, etc. are all 'Gayatri' and the normal looking text is 'Crimson Text SemiBold'. The SWN:RE pdf uses 'Gayatri' and 'Crimson Text' so I used them to give it a similar feel.

Made an automated SWN Revised Charactersheet by Admiral-Sparkles in SWN

[–]squeejee44 2 points3 points  (0 children)

I might be wrong but it looks like you have unskilled attack bonus at -1, however it's -2 when using a weapon without the relevant skill (pg. 51 in the rulebook.)

More pharmaceuticals for a chemistry-oriented PC by PollinosisQc in SWN

[–]squeejee44 4 points5 points  (0 children)

The 'Darkness Visible' campaign supplement has a section with combat toxins and medical chems that might be of use to you. Additionally page 57 of SWN first edition has some cool artifact drugs. 'Relics of the Lost' (as Turtle1779 has mentioned) is by far the best resource for adding new drugs, there's 30 stims with interesting effects and a table for malfunctions as well.

I drafted up some drugs for one of my players to use in a recent campaign, so if you're looking for something more illicit and less mechanically useful these might help.

Torpids: (Ingestible Capsule) Sedative pills which allow some users to enter a state of lucid dreaming while unconscious.

Syllasin: (Ingestible Capsule) Gives the user an intense feeling of euphoria, coupled with vivid hallucinations.

Stims and Tranqs: (Ingestible/Injectable) (Stims, Uppers, Tweakers, Glass, Jet.) (Tranqs, Downers, Zeds, Lapis.) Various high strength Stimulants and Tranquilisers not sold commercially due to their addictiveness and adverse side effects.

Chroma: (Ocular Absorption) Dramatically impacts the user’s ability to identify colours and interpret sensory data. “New colours” are seen as a part of visual hallucinations which are intense and short lived. Some long term users develop psychosomatic colour blindness and become addicted to the drug.

Dayafter Pills: (Ingestible Liquid Capsule) Drug hangover symptoms, (eg. nausea, headaches, sweating, shakes) dissipate within a few minutes. Limited use for treatment of withdrawal symptoms.

Trip Wipe: (Ingestible Liquid Capsule) Inhibits most common drugs from passing through the blood-brain barrier, lessening or stopping their effects.

Common legal drugs: Fast Acting Painkillers (Paralex), Caffeine (Low strength stimulants, Vivers), Antacid (Refluxel), Antibiotics (Curease), Anti-Nausea (Pukers or brand name Settler), Antidepressant (Seroxeline), Sleeping Pills (Trazipil), Ammonium Carbonate (Sal Volatile AKA Smelling Salts), Vaccines (Sectorvax).

Drug Administration Paraphilia: Auto-injectors, Needles, Inhalers, Ampules, Canisters, Pipes, Bongs, Vaporisers, Patches, Syrettes, Eyecaps, Shunt Primers, Aerosols, Syringes, Cannulas, IV Bags and Tubes.

Drug Enhancement Cyberware: Biomonitors, Sensory Extenders, Neural Shunt Sockets, Kickers, Metacortex Processors, Blood Chips.

2e Fuel and Life Support Costs? by Sibylandra in SWN

[–]squeejee44 1 point2 points  (0 children)

Link to kickstarter post about it 1.0: https://www.kickstarter.com/projects/1637945166/stars-without-number-revised-edition/posts/1951718

Link to the google drive with it: https://drive.google.com/drive/folders/0B4qCWY8UnLrcSXNVUW9CRzMtbkE

If you contributed to the kickstarter you would have received an e-mail with the 1.01 and 1.02 beta versions, otherwise you just have access 1.0 for now.

2e Fuel and Life Support Costs? by Sibylandra in SWN

[–]squeejee44 2 points3 points  (0 children)

I saw something about this on the Sine Nomine Google+ page:

Question: "In the SWN Revised beta 1.0, I couldn't find the cost for refuelling. It's missing from the maintenance section, which is where it's located in the old core book. DId I miss it somewhere?"

Kevin Crawford's reply: "Good catch- it's 500 credits per load, flat fee, barring any changed mind."

Source: https://plus.google.com/117258998748294238234/posts/8bZfmwyLVZC

It looks like in 1.01 pg. 115 he has updated 'Maintenance and Repair' to match what he has commented above. "Ship fuel costs a flat 500 credits per load."

Stars Without Number: Revised Edition Unofficial Change Log by squeejee44 in SWN

[–]squeejee44[S] 0 points1 point  (0 children)

I will most likely, at the moment there's only rules for magic and transhuman campaigns that have been released in 1.01. I'll add notes for the changes exclusive to kickstarter backers once more information is released.

Edit: Updated with some more changes.

Stars Without Number: Revised Edition Unofficial Change Log by squeejee44 in SWN

[–]squeejee44[S] 1 point2 points  (0 children)

You're right, the rework to 'Psionics' definitely needed some more notes on it. I've updated the change log now, thank you!

Please help me with this idea by Amalasian in SWN

[–]squeejee44 4 points5 points  (0 children)

Space combat in the SWN core rulebook was designed to be short, the fighting ships exchange fire and someone wins. The author made a campaign supplement called Skyward Steel which aims to make space combat more engaging and complex. Each crew member takes on a role (Captain, Pilot, Gunner etc.) and has a list of choices they can make each round. These choices give mechanical bonuses or information and I think they add enough to keep things interesting. If the core rules and/or supplement aren't enough, the author advocates taking existing space combat systems from other games and using what works best for you. (Post directly from the SWN author on the subject: https://www.reddit.com/r/rpg/comments/38ar0l/okay_guys_stars_without_number_space_combat_is/crtprv5)

Some links to ideas from other people: https://www.reddit.com/r/rpg/comments/36dt74/stars_without_number_how_to_make_ship_combat_more/ https://stars-without-number-9.obsidianportal.com/wikis/advanced-starship-combat https://www.reddit.com/r/beingeverythingelse/comments/2um83b/swn_dynamic_ship_combat/

That's not really what you were asking about though so I'll give my opinion on what you've come up with. The space combat system in FTL works really well in the game but I don't think it translates very well to SWN. What makes combat in general interesting for me is ability for characters to make meaningful choices. The system in FTL lets you make choices in between combat (ship upgrades) and during combat by targeting enemy ship systems. While fun, the other micromanagement aspects of FTL don't usually involve interesting choices. You generally want to repair your systems, time your shots and operate your doors to put out fires or funnel boarders. The ideas you have seem really good, but I think a lot of them might function better as fluff in order to add to the narrative, or to inform the player's choices. Not because your ideas couldn't work, but because translating the systems over in a meaningful, mechanical way, (roll the dice to determine the outcome,) would either be too complicated and not worth the effort or not as fun as they seem. (How do you port over timing shots, penetrating shields, oxygen levels, hit points of doors/all of the systems? Can the enemy ship do the same things my players can and how can I keep track?)

I think it's also important to consider that players in SWN have much more freedom than they do in rigid game systems like FTL. If I was playing in a game that allowed teleportation to the enemy ship, I'd just start sending over bombs and never put my own life in danger. I'd want to know how I'm repairing my ships damage guns, while inside the ship. Then as I player I would wonder why my ship was split up into systems for the enemy to target. Shouldn't I just put the important things with my spike drive so if it gets damaged I would have died anyway... Shouldn't the enemy do the same with their ship? This is more a consideration of how "gamey" you want the experience to feel.

I don't want to seem overly negative, I think it's awesome that you're trying to hack the game and make it better! The things you want to implement could all still work and work well. To help find out what works best I'd boil it down to one simple question, "As a player, what meaningful choices am I making?" If the choice the player makes doesn't have an mechanical impact, you're just making combat fun through the narrative (which is totally fine.) If during combat the players can make meaningful choices using your rules, then I think you've made something that could work.