Fleet Forum Battle

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stubby
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Re: Fleet Forum Battle

Post by stubby » Wed Mar 28, 2018 11:34 am

Normally, any time you're talking about radius then you're talking about component damage to all the elements within that radius, rather than size damage.

Size damage doesn't have a location, so a radius wouldn't apply - you'd just take one hit of whatever was the highest damage you were exposed to. One hit of 7d10 and done. I should probably add than in as a second example.
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Re: Fleet Forum Battle

Post by ninja_bait » Wed Mar 28, 2018 11:39 am

Oh okay, that wasn't clear. That really changes a lot about explosives in general, from how effective they are in ship-to-ship combat, to how dangerous they are when you're overloaded
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Re: Fleet Forum Battle

Post by ReconMiner » Wed Mar 28, 2018 12:25 pm

So explosives would function the same way as any other attack when choosing damage?
ex: Targeting the side of a cruiser vs targeting a turret or the bridge
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Re: Fleet Forum Battle

Post by stubby » Wed Mar 28, 2018 3:16 pm

ReconMiner wrote:So explosives would function the same way as any other attack when choosing damage?
ex: Targeting the side of a cruiser vs targeting a turret or the bridge
Right. Targeting the side of the cruiser, you'd still be choosing between size damage (hurting the cruiser overall) or component damage (blowing a hole in the side of the cruiser).
ReconMiner wrote:On a related note, underwater combat could also benefit from examination. It's somewhat similar to space combat, just a bit wetter
Underwater would be like space, except all ranges would be halved instead of doubled. It'd emphasize close quarters fighting rather than the long distance stuff you see in space.

Also on hull breaches you'd get implosive compression rather than explosive decompression, which is rad.
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Re: Fleet Forum Battle

Post by ReconMiner » Wed Mar 28, 2018 5:01 pm

Neato

Adding a section for various different battlefield environments (underwater, space, arctic or desert?) and their effects would help spice up games.

"From the beige lava fields to the vast wooden expanse of the dining room table."
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Re: Fleet Forum Battle

Post by stubby » Thu Mar 29, 2018 12:07 am

I've rearranged and updated the Explosives rules. Premature Detonation is back to requiring direct damage to the explosives themselves: http://brikwars.com/rules/draft/8.htm#4
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Re: Fleet Forum Battle

Post by Cakeman » Fri Mar 30, 2018 3:34 pm

I liked the thematics of the volatile concept..

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Re: Fleet Forum Battle

Post by xhado123 » Tue Apr 10, 2018 11:33 am

ReconMiner wrote:Neato

Adding a section for various different battlefield environments (underwater, space, arctic or desert?) and their effects would help spice up games.

"From the beige lava fields to the vast wooden expanse of the dining room table."
Wee fight our kreator's baaaattles in space, air, land and sea.
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Re: Fleet Forum Battle

Post by ruchika » Mon Apr 22, 2019 5:51 am

Since I've set 15" as a general standard move rating for warriors, having rockets additionally move 15" would make things truly energizing. How have we not had rocket pursues in BrikWars before now? Great class figure of speech. It'd give those Pilots a decent impetus for reaction activity Trick Driving, as well.

Additionally, giving rockets a speed would make them considerably more unequivocal as physical articles with position and development. That would make it significantly progressively natural for players to set up point safeguard guns with reaction activities.

At the present time the main principle constraining rocket discharge is only the typical weapon Power limit, yet that may not be a compelling restriction for vast boats. In the end you need to come up short on rockets however, except if you've stacked up your ship with such a significant number of rockets that adversaries can simply shoot them and explode you with your very own weapons.

When everything was CP-based, rockets seemed well and good since you were getting a group of intensity yet you could just utilize it once. Under Unit Inches, endless rockets are free, so I haven't thought of a decent balance yet. It may very well be something as kludgey as "you can't convey more dangerous shakers altogether than your own size, or they hit minimum amount and explode."

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Re: Fleet Forum Battle

Post by Tzan » Tue Apr 23, 2019 11:06 am

Are spammers actually taking the time to read the game rules before posting spam links??

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Re: Fleet Forum Battle

Post by ninja_bait » Tue Apr 23, 2019 11:28 am

Tzan wrote:
Tue Apr 23, 2019 11:06 am
Are spammers actually taking the time to read the game rules before posting spam links??
It's a copy pasta of a post Stubby made earlier in thread.
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Re: Fleet Forum Battle

Post by Kommander Ken » Tue Apr 23, 2019 1:44 pm

They're evolving.

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