From: Michael Llaneza Subject: [sfconsim-l] Imperium 2000 I culled a few notes on the game from the consimworld.com discussion board. It looks like it will be a good revision: Brien J Miller - 05:31pm Apr 7, 2000 PST (#46 of 50) The emissary says "ad astra..." In general, we have revised the combat system in two ways; one- there are flip sides to almost all the ships and units. Thus no one round can (for the most part) blow away a ship. Second, we have gone to tabless combat using the Eagles/GWAS/SWWAS system. That has so far removed the oddities with combat. Second, we have revised the sequence of play to a more dynamic interactive system. Finally, some oddities with the original war/peace sequence are being addressed. Can't go much into more detail than that right now but it should give folks an idea of where we are going. Brien J Miller - 07:04pm Apr 11, 2000 PST (#49 of 50) The emissary says "ad astra..." This post is in answer to a request from a few folks to provide a brief overview of what Imperium 2000 is. The game pits two sides against each other in a series of contests to gain control of the majority of star systems. Ships include combatants and transports in the classical array of "battleships," "cruisers," "destroyers," and "scoutships." Ground forces are provided to take and hold planetary systems. Movement is handled by the concept of Jump routes- known navigational paths by which ships equiped with special drives can "tunnel" across time-space arriving at their destination with out upsetting either Professor Einstein or Dr. Hawking. Combat occurs mostly around star systems and utilizes two primiary weapon types- Beams and, what the original called, missiles, that I2K will refer to as "torpedos." That's more or less what Imperium is. I2K adds extensively to this while altering some of Yugo-Igo play sequence into a more interactive "activation" process. New units not before in Imperium are added. Examples: AK (assault transport), Armor Troops, and Special Environment Troops. Combat in the original was "line-em-up-and-shoot" (which I call the NKVD style game). I2K has a 3-D like space tactical display and a set of world displays for tactical ground ops. In the original a scout ship could stop a mass of starships from moving. Such things have been changed- the biggest change here is the use of FLEET like counters which adds a whole degree of Fog-O-war, not in the original. These are just some of the things I2K has but the core strategy element of the original is intact. The same star map is used (even though I have but am not using my corrections to stellar locations as seen from the "south pole" galactic view) as the map determines much of the games unique challenges. I hope this helps answer the mail, as it is said. -- Michael Carter Llaneza Veteran, Bermuda Triangle Expeditionary Force, 1991-1950 Devolution is very real to me. Whenever I hear the "Odd Couple" theme, I get this image of Dennis Rodman borrowing Marge Schott's toothbrush. Like most emails, this one is probbaly a first draft ------------------------------------------------------------------------ beMANY! has a new way to save big on your phone bill -- and keep on saving more each month: Our huge buying group gives you Long Distance rates which fall monthly, plus an extra $60 in FREE calls! http://click.egroups.com/1/3821/8/_/404470/_/957774749/ ------------------------------------------------------------------------ SFCONSIM-L web page -- http://www.kentaurus.com/sfconsiml.htm