Campaigning meets micro-space?
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- dilanski
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Campaigning meets micro-space?
I had one of my brain waves last night. Campaigning meets micro-space. basically the game is about you, a captain of a small ship who wants to make a living anyway he can. You can smuggle, pillage, command or trade your way to victory. I'm gonna either make a dirt simple combat rule section OR piggyback off another ruleset. Currently I've got down my game mechanics and need the system to link. I need ideas for side quest types for the main archetypes of charecter you'd get in a fi-verse, any ideas welcome.
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- MasterEcabob
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- tahthing
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How complex will it be, will the rules include the people maning your ship or will it group the ship as a whole, will there be diffrent races that are suited to diffrent things, will there be background for the races which has affect on the game (EG: a Agian can't be on the same ship as a Bgain since they hate each other's guts ever since they started eating the other's babys).
I would'ent mind crafting out stats for a crew but i do mind the game takeing ages to play (EG: role for movement, role for movement again, role for back-up movement, roll for dodge, roll for reaction, roll for shild protection, roll for shild coverage, roll for.... every turn!).
I would'ent mind crafting out stats for a crew but i do mind the game takeing ages to play (EG: role for movement, role for movement again, role for back-up movement, roll for dodge, roll for reaction, roll for shild protection, roll for shild coverage, roll for.... every turn!).
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"Triangalism! What's the fuckin' point!"
How's that compression ratio?
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
- dilanski
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The combat system will be K.I.S.S. (keep it simple, stupid) with as little dice rolling as possible, therefore streamlining battle (A battle would be about 15% luck, 70% plannin ahead and 15% strategy). campaigning will be the meat of most games, with few dice rolls. yet still many options for upgrading crews and stuff.tahthing wrote:How complex will it be, will the rules include the people maning your ship or will it group the ship as a whole, will there be diffrent races that are suited to diffrent things, will there be background for the races which has affect on the game (EG: a Agian can't be on the same ship as a Bgain since they hate each other's guts ever since they started eating the other's babys).
I would'ent mind crafting out stats for a crew but I do mind the game takeing ages to play (EG: role for movement, role for movement again, role for back-up movement, roll for dodge, roll for reaction, roll for shild protection, roll for shild coverage, roll for.... every turn!).
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- Strana
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well since it sounds like single captains (ie 1 ship) thier should be several up grade trees. Captain, Crew, Ship, Standing (access to supplies and missions) etc this will keep it simple to understand and use
Captain is captain (its you) (extra command options (basically feats to be used)
under crew would be (engineering) (science) (normal crew)
Ship (Ship ie class make/model) (weapons) (Hull) (armor) (shields or lack there of)
Standing (lucrativity of misiions) (intelligence) (access to special equipment)
Captain is captain (its you) (extra command options (basically feats to be used)
under crew would be (engineering) (science) (normal crew)
Ship (Ship ie class make/model) (weapons) (Hull) (armor) (shields or lack there of)
Standing (lucrativity of misiions) (intelligence) (access to special equipment)
DARN
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas
- warman45
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you know... this has given me ideas.
i'm gonna make my own set of mega-rules. the advantage is my rules can use lego OR something else (that way min are superior) plus i'll have shit like frictionless movement, inertia, stabalizers, and all sorts of other cool shit.
we'll im off to formulate!
i'm gonna make my own set of mega-rules. the advantage is my rules can use lego OR something else (that way min are superior) plus i'll have shit like frictionless movement, inertia, stabalizers, and all sorts of other cool shit.
we'll im off to formulate!
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- Elmagnifico
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It sounds like Tradewinds in space.
I made a game like this once called Star Traders.
Below is a revised version of the rules.
How to win Star Traders: Accumulate 1,000,000 credits, eliminate all your rivals, or be promoted to Master Pirate Hunter.
1m. credits: Credits can be acquired by accepting shipping runs, missions from the gov't, private contracts, etc.
Master Pirate Hunter: Defeat three Legendary Pirates.
Eliminate your rivals: Blow them up. Doy.
Each ship had four stats: Laser Cannons, Engines, Shields and Cargo Space.
Players moved their ships around the board, moving an amount of squares equal to their engines stat. Pirates, asteroids, and other space hazards moved around according to a directional die. One d-die roll, all hazards move that many squares in the direction closest to the arrow.
Combat was UBER simple:
Each ship had a card depicting stats. These were laid out on the battle area.
On his/her turn, the player could choose one of three actions for each ship: Attack, Flee, or Make Repairs.
Attack: For each laser gun on the ship, the player threw a coin onto a plate. Heads was a hit, tails was a miss. For each hit, the player stuck a damage marker on the enemy ship. When that ship accumulated damage equal to the "shields"+1, it blew up. Destroyed enemies generated D6 salvageable debris. Debris on the field when the battle ended could be loaded and traded in civilized systems for credits.
Flee: The player rolled 1d6 and added his/her Engines value. Then each enemy rolled a d6 and added their Engines values. Each opposing ship with lower results was removed from play without generating debris, and all debris on the field was removed.
Make Repairs: The player rolled 2d6 and subtracted the higher roll from the lower one. The result was how many damage got removed from the ship's card.
I made a game like this once called Star Traders.
Below is a revised version of the rules.
How to win Star Traders: Accumulate 1,000,000 credits, eliminate all your rivals, or be promoted to Master Pirate Hunter.
1m. credits: Credits can be acquired by accepting shipping runs, missions from the gov't, private contracts, etc.
Master Pirate Hunter: Defeat three Legendary Pirates.
Eliminate your rivals: Blow them up. Doy.
Each ship had four stats: Laser Cannons, Engines, Shields and Cargo Space.
Players moved their ships around the board, moving an amount of squares equal to their engines stat. Pirates, asteroids, and other space hazards moved around according to a directional die. One d-die roll, all hazards move that many squares in the direction closest to the arrow.
Combat was UBER simple:
Each ship had a card depicting stats. These were laid out on the battle area.
On his/her turn, the player could choose one of three actions for each ship: Attack, Flee, or Make Repairs.
Attack: For each laser gun on the ship, the player threw a coin onto a plate. Heads was a hit, tails was a miss. For each hit, the player stuck a damage marker on the enemy ship. When that ship accumulated damage equal to the "shields"+1, it blew up. Destroyed enemies generated D6 salvageable debris. Debris on the field when the battle ended could be loaded and traded in civilized systems for credits.
Flee: The player rolled 1d6 and added his/her Engines value. Then each enemy rolled a d6 and added their Engines values. Each opposing ship with lower results was removed from play without generating debris, and all debris on the field was removed.
Make Repairs: The player rolled 2d6 and subtracted the higher roll from the lower one. The result was how many damage got removed from the ship's card.
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- warman45
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or wicked simple
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- Elmagnifico
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Or, you could just grab a shilling and throw it in the air. Still a 50-50 chance of success.Warhead wrote:1D6 everything succeeds on a 4+ or fails on a less than 4+. The End. Can I go now?
READTHEFORUMCODE!!!
Varsaavius wrote:As the size of the explosion increases, the amount of social situations it can't resolve approaches zero.
- Magic Soap
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A shilling? Where are you from? If you're American, they stopped using colonial shillings way back.Elmagnifico wrote:Or, you could just grab a shilling and throw it in the air. Still a 50-50 chance of success.Warhead wrote:1D6 everything succeeds on a 4+ or fails on a less than 4+. The End. Can I go now?
Ok, I got something better. Why I didn't think of it first...
Ok, when play starts player A hits player B on the head with a clawed hammer. IF player B survives, he then gets to hit player A with the hammer.
Initiative is decided by who ever gets the hammer first.
It's a perfect gaming system, I've tried it before. There were some complications first time round, but I think I worked out the kinks. My recommendation is to make sure to lay down plastic sheeting over all surfaces, floor, walls, ceiling, pets and furniture.
I tried organising this in my local games store, with mixed results. The clawed hammer comes in handy though for all those Games Workshop Man Nerds.
Ok, when play starts player A hits player B on the head with a clawed hammer. IF player B survives, he then gets to hit player A with the hammer.
Initiative is decided by who ever gets the hammer first.
It's a perfect gaming system, I've tried it before. There were some complications first time round, but I think I worked out the kinks. My recommendation is to make sure to lay down plastic sheeting over all surfaces, floor, walls, ceiling, pets and furniture.
I tried organising this in my local games store, with mixed results. The clawed hammer comes in handy though for all those Games Workshop Man Nerds.