BrikSpace Second Edition
Moderators: warman45, Rev. Sylvanus
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
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Finally, a hint of progress. Added in Massive ship weapons, and noted that they may only be equipped on Dreadnought or Battleship class ships.
Also added in Missile Delivery systems. No missiles as of yet, but the Special Rules under this might interest you... anyway, as usual, updates are in orange. Post comments, complaints, and suggestions, etc.
Also added in Missile Delivery systems. No missiles as of yet, but the Special Rules under this might interest you... anyway, as usual, updates are in orange. Post comments, complaints, and suggestions, etc.
- The Shadowscythe
- Touch my cloud song and I will fuck you up
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As a quick note, there doesn't seem to be any difference in the missiles other than their size for the moment - are you planning to add a blast radius to each missile type? are the anti-fighter missiles making a return? and what about the other specialist types?
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- MasterEcabob
- Jaw-Jaw
- Posts: 837
- Joined: Sun Jan 11, 2009 1:27 pm
- Location: Lurking...
Holy Crap Olothontor, 2.0 is freaking SLEEK! I love how you simplified weapon accuracy and damage and how you made flagships and missile barges upgrades!
I doubt I'll be much help testing this (as my fleets are all scrap now) but I'm still interested in seeing where this goes. Good luck buddy.
I doubt I'll be much help testing this (as my fleets are all scrap now) but I'm still interested in seeing where this goes. Good luck buddy.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
- Olothontor
- Clown-Face Bologna
- Posts: 2193
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- halo 3000
- I though bringing it up might possibly get me one
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Just got an idea for a new ship class
Corvette: The ship has been equipped with state of the art point defense computers, meant for taking down missiles and strike craft.
- Cost: 10 Fleet Points (in addition to the FP cost of the ship itself)
- Requirements: Must be a frigate, and must be equipped with the point track target systems upgrade. .
- Bonuses:
Point defense system: adds +2 to accuracy
also, do all laser cannons have the same accuracy regardless of size?
Corvette: The ship has been equipped with state of the art point defense computers, meant for taking down missiles and strike craft.
- Cost: 10 Fleet Points (in addition to the FP cost of the ship itself)
- Requirements: Must be a frigate, and must be equipped with the point track target systems upgrade. .
- Bonuses:
Point defense system: adds +2 to accuracy
also, do all laser cannons have the same accuracy regardless of size?
"My name is Art Vandelay. I'm an architect."~George Costanza
- warman45
- Cannon Fodder
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i think it was great up untill i got to combat....
hey i came up with 2 cool ideas.
scale lvl, and tech lvl. there just simple modifiers.
increasing scale level will multiply the number of spots on you're ship, but will cost an extra 10*Multiple level CP's, for example...
a scale level 1.5 cruiser would cost an extra 15 cp's, and you would of course still need to buy the weapons and equipment for the slots.
increasing tech level increases the damage done by weapon's and the deffense provided by armour, but also increases the cost of all items.
scale level 0.5 tech would do half damage and provide half the armour of normal tech level, but everything would be half price.
hey i came up with 2 cool ideas.
scale lvl, and tech lvl. there just simple modifiers.
increasing scale level will multiply the number of spots on you're ship, but will cost an extra 10*Multiple level CP's, for example...
a scale level 1.5 cruiser would cost an extra 15 cp's, and you would of course still need to buy the weapons and equipment for the slots.
increasing tech level increases the damage done by weapon's and the deffense provided by armour, but also increases the cost of all items.
scale level 0.5 tech would do half damage and provide half the armour of normal tech level, but everything would be half price.
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- Olothontor
- Clown-Face Bologna
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Hey guys. . I'm coming back to Second Edition soon, in preparation for an upcoming Forum Battle (either that or a straight up Battle Report).
Either way, this means I need to add Boarding rules, first and foremost, and afterwords I'll get back on-track with the REST of the ruleset, and fix all of the various... issues.
Any ideas to throw out there regarding potential boarding rules?
Either way, this means I need to add Boarding rules, first and foremost, and afterwords I'll get back on-track with the REST of the ruleset, and fix all of the various... issues.
Any ideas to throw out there regarding potential boarding rules?
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- Cannon Fodder
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Just took a look, and YAY, you got dsetroyer/cruiser sizes right!
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The New Guy's Guide to the Brikwars Forums
Threads Won: 1 2
Times Banned: 6
Time Banned: 4 Days 2 Hours
The New Guy's Guide to the Brikwars Forums
Threads Won: 1 2
Times Banned: 6
Time Banned: 4 Days 2 Hours
- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
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This was from Beluga's FB after my 50+ Nyph strike force teleported on board the Assyrian Cruiser and forced them to self-destruct.
Proposition- the Boarding Party's strength is marked by remaining troopers divided by 5. Each stud of opposition is rolled off in combat, 1d6 vs 1d6+[remaining Strength]. As the Party nears the bridge or other critical installations, the defender's roll gets more powerful. The Boarding Party can disable critical systems once they reach them.
she/her | formerly known as ross_varn | exiled for the good of the f.e.l.c.
- Olothontor
- Clown-Face Bologna
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While that's a nice set of rules, it's tough to implement without straight-up building the entire interior of the ship.
I might modify that a bit, though, and playtest it to see where it goes. I may also mash it up with traditional Brikwars rules, so that the boarding battles are fiercer and much more awesome (along with some sidenotes that demystify turn order in terms of both space and boarding battles). The initiative stuff sounds good, Warhead.
I might modify that a bit, though, and playtest it to see where it goes. I may also mash it up with traditional Brikwars rules, so that the boarding battles are fiercer and much more awesome (along with some sidenotes that demystify turn order in terms of both space and boarding battles). The initiative stuff sounds good, Warhead.
- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
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- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
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Step 1 of the latest revamp process: Reworking Missile Delivery Package prices. They're utterly under-priced (6cp gets you, under the older rules, two nukes. Just for example).
EDIT (after much deliberation): Right, the new prices...
I'm also porting over the vast majority of the missiles from BrikSpace v1-1.5, so feel free to bitch about any of those that previously had issues attached to them. I may not remember all of the problems. I'll take a look tonight/tomorrow morning at the old suggestions for new missiles and see if any of them make the cut.
Please comment and critique, your feedback makes a difference.
P.S. Also reworked the way attaching Classes to ships works slightly, and reworked the FP costs for said Classes.
EDIT (after much deliberation): Right, the new prices...
Code: Select all
AccR: N/A
Small:
- Cost: 8 Cp
- Missile Slots: 4
- DaR: As determined by the missiles
Medium:
- Cost: 12 Cp
- Missile Slots: 8
- DaR: As determined by the missiles
Large:
- Cost: 16 Cp
- Missile Slots: 12
- DaR: As determined by the missiles
Massive:
- Cost: 20 Cp
- Missile Slots: 16
- DaR: As determined by the missiles.
Please comment and critique, your feedback makes a difference.
P.S. Also reworked the way attaching Classes to ships works slightly, and reworked the FP costs for said Classes.