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Olly's BrickSpace Version 1.5 Requests

Posted: Fri Sep 04, 2009 8:26 am
by Olothontor
Hello, all.

I'm creating this thread because there appears to be a lot of unrest concerning the microspace rulesets.

This thread is for suggestions for my rules. I have already begun a few minor updates.

Keep in mind that if you didn't like my ruleset in the first place, don't bother trying to get me to revamp it entirely. The aesthetics of it are going to stay the same; fleets will be mildly time-consuming to build, but (supposedly) with streamlined gameplay.

I welcome all proposals and ideas.

The original BrikSpace thread is here, and the PDF is here.

Posted: Fri Sep 04, 2009 9:03 am
by Theblackdog
Range limits for ALL weapons (except maybe rail guns).

I don't know if we have official boarding party rules, but if not, let's make them. We should also make some kind of strike craft which is unarmed but can carry boarding parties.

Posted: Fri Sep 04, 2009 9:03 am
by ltobvious
I has an idea:

What if, instead of scores of different weapons, class based weaponry? each class of weaponry would cost progressively more, but you'd get a pre-set limit on effectiveness points that could be put towards range, accuracy, and damage.

For example:
Class 1 weapon
Cost: 2CP
[Random ass name, like pulse laser beam autogun or some shit like that]
EP: 6(which could be spent on all the categories previously mentioned)
Damage: 1d6(plus however many EP spent)
Range: 4 inches(plus however many EP spent)
Accuracy: 1d6(plus however many EP spent)

And class 2 could have the same base numbers, but with a larger cost and more EP.

Posted: Fri Sep 04, 2009 9:06 am
by Olothontor
I can see that, but may I point out that it makes the process of fleet construction that much more intensive?

I'm perfectly okay with that, it's a great idea, but I figured I'd point that out.

Posted: Fri Sep 04, 2009 9:07 am
by Theblackdog
That would be kind of monotonous, with only one weapon type in progressively larger sizes. If you want to play a simple game, limit the fleets to laser weapons only.

Posted: Fri Sep 04, 2009 9:11 am
by ltobvious
Not one weapon, just one system for weapons. Instead of having multiple preset weapons, just weapon classes. This allows for customization of weapons, that way you could still have your mega super duper teddy bear launching beam cannon.

Posted: Fri Sep 04, 2009 9:19 am
by Olothontor
So, you're suggesting I categorize the weapons by type and then assign fleets a number of weapon points per ship, that can be spent to essentially upgrade the weapons systems?

It's be like making an Exalted character.

Posted: Fri Sep 04, 2009 9:42 am
by ltobvious
You know what, forget it. It was a hell of a lot simpler in my head.

Posted: Fri Sep 04, 2009 9:49 am
by Olothontor
It seems simple enough, but alright. I'll play around with it a bit.

Posted: Fri Sep 04, 2009 10:35 am
by Fulizer
how about lazers losing effectiveness at range while missiles gain effectivenss?

Posted: Fri Sep 04, 2009 10:39 am
by Olothontor
Good idea. I'll look into it.

Posted: Fri Sep 04, 2009 11:02 am
by Theblackdog
Fulizer wrote:how about lazers losing effectiveness at range while missiles gain effectivenss?
Why would a missile gain effectiveness with range? Maybe if it was a hypervelocity weapon... that could be a separate type of missile.

As for lasers losing effectiveness with range, that sounds needlessly complicated for a rule set whose main selling point was that it's simpler than mine.

Posted: Fri Sep 04, 2009 11:09 am
by Olothontor
Hahaha.

And thus the war begins.

Posted: Fri Sep 04, 2009 5:04 pm
by MasterEcabob
You need to revamp medium and large weapons completely. Heck, the main reason I made my rules in the first place was so I could say "screw you cp" and make a ship like Nemesis, which under your system would have cost me 30+ cp, which would have forced me to make it into a space station, which just isn't cool.

Posted: Fri Sep 04, 2009 6:52 pm
by Olothontor
So, price revamping, eh? I'll look into it.