To Boldly Go 2 - The Umpire Strikes Back

(last revised 16th November)

Introduction

This is a summary of changes to the pbem web game "To Boldly Go" between its playtest and the first commercial version. Rules for the playtest version are online, rules for TBG-2 aren't yet.

The main changes are the addition of extra officer actions, more sophisticated adventures, new or changed types of location, improvised modules, more varied trading, richer medical rules, crew alert status, crystal mining, revised shops and minor tweaks.
 

Officer Actions

The playtest allowed each officer a single action per turn, this is broadened to allow a number of actions depending on the officer's rank. New officers begin as "Ensigns", with two actions per turn, and gain promotion (extra actions) as their skill levels increase (personal skill, not increased by the skill of their crew). Promotion requires both a minimal skill level to qualify, and there being a position available - i.e. only a limited percentage of all officers can hold each of the higher ranks. If there aren't enough officers qualified for a high rank, its unfilled positions revert to the next lower rank.

This means that initially everyone's an Ensign because no-one can fill any of the higher positions. When some officers reach skill 4 they move up to Lieutenant: there will be enough positions for 60% of officers to be lieutenants until some reach level 8 and take some Lt. Commander positions. Note that demotions are quite possible, if an officer doesn't advance quickly enough they may find their position taken by another player.

Promotions and demotions are reported in the Times each turn.
 
 

Properties of Officer Ranks
Rank Actions per Turn Minimum Skill Level Positions Available
Ensign 2 0 40%
Lieutenant 3 4 30%
Lt. Commander 4 8 20%
Commander 5 12 10%
 
 

Adventures

Adventures have expanded in several ways, while retaining playtest style adventures as building blocks. They are no longer conducted directly by officers but by "The Captain" (who has no other role), assisted by any or all of the officers and their red-shirted crew as ordered.

The exploration menu is widened into an adventure menu, and repeated to allow multiple adventures/explores per turn. For locations without a known adventure, the menu just shows the location and choosing it finds any adventure there (locations can only contain one adventure each now). Locations with known adventures show as a range of options for how to tackle the adventure.

Finding previously invisible criminals, which used to be part of the exploration menu is now separated out into "Police" actions for the weaponry officer, allowing them to search one location per action and identify any Heavies there.

Adventures consist of obstacles and rewards. Obstacles are as in the playtest for weaponry and medical officers/crew, needing victory in combat or luck in surviving accidents. For engineering and science officers/crew the obstacles need to be overcome by use of crystals (engineering) or a puzzle solving spell (science). An adventure has a random combination of obstacles, and they are tackled in random order at each attempt, so it's generally not clear that an obstacle has been removed until they're all gone. No attempt can be made to collect rewards while any obstacles remain.

Each strategy seeks a specific kind of reward (information about the adventure, skill, crew, a module, favour or information about other adventures). Rewards are collected if the adventure has some of the right type for the specific officers in the landing party. Some rewards (eg information) can be taken more than once, others (eg modules) are removed as soon as they're taken. When all of an adventure's major rewards are removed the adventure disappears (and another appears randomly in the cluster, with the same difficulty level but a new assortment of obstacles and rewards.

The key idea of this system is the value of collecting clues about adventures. Knowing which strategies and officer combinations to try produces rewards much more quickly than guessing. Players collect these clues from other adventures, from rumours in pubs, from general gossip (using many types of location now has a small chance of yielding adventure clues as general gossip) and by trading data with other players.
 

Locations

These new location types are added:

Pubs - specialised to each officer type, they're a source of rumours: clues to adventures related to the appropriate officer/skill type.

Hospital/Laboratory/Workshop - allow medical, science and engineering officers to do some short-term contract work for cash related to their skill level. There is a limited amount of cash available per turn for these things in each star system, each action can earn no more than half the remaining cash.

Arena - allows weaponry officer to engage in recreational (but still dangerous to the crew) combat for cash prizes if successful.

Wormhole - similar to stargate but doesn't need a key and sends the user one way to a star randomly chosen each turn (not known in advance of entering the wormhole).

Temples - provide favour with the appropriate Great One.

Jungles - source of medicine (replaces oceans in that role).

These locations have different properties:

Comets no longer simply supply chocolate, each comet location contains a specific type of trade good (not reported which), in a ratio that matches the good's price. Harvesting comets requires warp drives for bouncing around the Oort cloud, and gives a chance of finding something depending on warp drive percentage and the trade good's price. I.e. it's easy to find cheap goods and hard to find expensive ones, but both are helped by good warp drives.

Colonies no longer buy from players who are the enemy of their race, i.e. there's more of a choice between combat and trade (though judicious use of the Make Peace spell may allow profits from both sides).
 

Improvised Modules

The original technology sequence for modules is extended from 6 to 7 levels, with all the playtest levels moving up one to make room for a new level at the bottom - Improvised. The concept of Demo modules is removed, players start with Improvised modules instead. Improvised modules have most of the limitations of demo modules (can't be sold or scrapped), but not the decay of reliability or the inability to be maintained.

Modules can no longer have reliabilities up to 99%, each tech level has its own upper limit, from 80% for Improvised to 98% for Magic. These lower limits prevent players using the TBG-2 extra officer actions to sustain enormous ships by multiple repair and maintenance actions.

Improvised modules can be made by players from nothing, as long as they don't already have a module of the same type (and the special option to buy a primitive warp drive for $500 is removed). Each officer can improvise only the two types of module associated with their skill, except that Engineers can also improvise pods, and Weaponry officers can improvise only shields, not weapons.
 
 
Maximum Reliability per Tech Level
Improvised Primitive Basic Mediocre Advanced Exotic Magic
80 85 90 93 95 97 98
 
 

Trading

Demand for trade goods varies more drastically now, implented by colonies moving to new stars when they've bought enough goods. This sustains the exploration element of trading rather than letting players settle into permanent trade routes, and also takes the opportunity to differentiate high and low profit goods more by making high profit colonies move more often (ie adds risk of disappointment when delivering expensive goods).

The mechanism is that each colony is given a notional stockpile of cash when it moves, and moves again when this is exhausted by buying goods.
 

Medicine

The simple medicine finding and selling rules of the playtest are now more complicated and integrated with plagues, which also changed.

Not all races have plague all the time now, it breaks out at about 2 homeworlds per turn, less if there's already a lot in play. Plague can still be cured in the same way as before, but only down to 1% - it cannot be eliminated without a specific medicine. Homeworlds which have plague also have a "Reward", the amount of energy they'll pay for the first delivery of specific medicine that removes that plague entirely. The reward offered increases each turn by $1 per 1% of plague.

Getting medicine becomes a two-stage process and now involves jungles rather than oceans. The medical officer's new action "Collect Plants" can be done in a jungle location and produces a variable number of promising plants for the doctor's collection (up to one per alien race). Once a player has some plants, their medical officer has an option for each plant to spend an action trying to make it into a medicine, with more chance of success according to their sickbay factor.

A player can maintain plants and medicines for any combination of races up to all of them, but medicines are removed (i.e. rendered useless for sale) when their target race is sold some medicine by any player. You have to be first to get any money.

Various information about plagues starting and stopping is reported in the Times.
 

Shops

Each shop contains exactly one module of each tech level other than Improvised. When a module is bought it is replaced with another of the same tech level, though of a random type.
 

Crew Alert Status

The player can control a trade-off between the crew's current effectiveness and their long term health by setting alert status each turn, as shown in this table. Skill effects apply only for the current turn, health effects continue.
 
 
Alert Status Health Effect Crew Skill Effect
Resting +2.5% Crew contribute nothing
Ready None Normal
Yellow Alert! -5% Crew skill doubled
Red Alert!!! -10% Crew skill and number doubled
 
 

Crystal Mining

The engineering officer can collect and refine crystals for use in resolving adventures. Crystals are found in asteroid belts (which no longer yield cash/ore): most frequently yellow, then blue, then green and most rarely, red. Once the engineer has some crystals they may be refined into different types: two yellow make a blue, two blue make a green and two green make a red. When the engineering officer is in a landing party for an adventure which needs crystals to resolve its obstacles they will use whatever crystals in their stores are needed.
 

Miscellaneous

Stars can be scanned at long range, reducing the problem of low-fun turns caused by jumping somewhere that turns out not to be interesting.

Interrogating prisoners is made more productive by eliminating the risk of them not revealing anything when they could.

Restarting players resume at the same star they were at before, i.e. the strategy of exploration by restarting is prevented, while allowing local knowledge to carry over to the ship in a more reasonable way.

Trade prices are adjusted to multiples of $20 so the 5% changes don't suffer gradual drift through rounding effects.

Skill bonuses to module percentages are limited to no more than the raw module percentage (used to be limited to double this).