RE: Space Urchins (New Race)
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Mon, 16 Nov 1998 20:28:48 -0800
Subject: RE: Space Urchins (New Race)
>Interesting design method. Add all the spines you want and then the
core is
>based on the total spine mass. The orders would be similar to power
point
>allocation but instead you are allocating a spine to each usage,
>unfortunately this could still take a while each turn.
I shouldn't really take that long as long as you're not overloading one
guy
with an entire fleet.
>Any rules on spine placement? I see by the examples that multiple
spines
>can face the same direction, but I think there should be a limit that
no
>more than 1/3rd of the total spine mass can face the same direction.
This
>way you don't have ships overloaded on one side so they stay more
balanced
>and crystalline.
This is a good idea. I hadn't really gotten as far as that, but I think
that you'll find that you actually WANT to have something facing in
every
direction.
[snipped special spine stuff]
I'll get to that after I have the basics down...
>shoots a quill, next turn that spine is a class 2). With damage
control
>(growth energy) the spine could re-grow to its original level but if a
spine
>is reduced to class 0 by a quill fire or a threshold, that spine is
'dead'
>for the rest of that game (must return to the crystal lattice base for
>regeneration). I assume from your original post that each spine must
roll
>for every threshold.
Damage control is handled by the "crew" as usual. It can represent
anything
you like, but it works by the same mechanics.
Yes, each spine rolls.
Schoon