Olly's BrickSpace Version 1.5 Requests
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- Olothontor
- Clown-Face Bologna
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Olly's BrickSpace Version 1.5 Requests
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.
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.
Last edited by Olothontor on Fri Sep 04, 2009 10:29 am, edited 1 time in total.
- Theblackdog
- Pooplord
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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.
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.
- Olothontor
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- Theblackdog
- Pooplord
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- Olothontor
- Clown-Face Bologna
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- Olothontor
- Clown-Face Bologna
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- Olothontor
- Clown-Face Bologna
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- Theblackdog
- Pooplord
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Why would a missile gain effectiveness with range? Maybe if it was a hypervelocity weapon... that could be a separate type of missile.Fulizer wrote:how about lazers losing effectiveness at range while missiles gain effectivenss?
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.
- Olothontor
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- MasterEcabob
- Jaw-Jaw
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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.
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
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