Frictionless Space Movement Tutorial
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- jifel
- Jaw-Jaw
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TBD: Perhaps, to make Space rules more realistic, there could be a 3-D aspect where the ships could be anywhere from 1'' to 5" above the battle, witch would help evade some bottom mounted weapons. However, a ship has to be 2" or less from the surface to use Bombardment. All ships start at 3", and can use one inch of acceleration to raise/lower their height by 1". However, the are kindof complex, so would be an optional addition.
Also, if a ship was two inches above an enemy ship, they could use a bombardment on them.
jifel
Also, if a ship was two inches above an enemy ship, they could use a bombardment on them.
jifel
"And the angels of darkness descended upon pinions of fire and light...the great and terrible dark angels."


- tahthing
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that gives a lot of avatages to side mounted weapons that hinge up and down, i don't like the bombade onto enoughter ship thing though since it removes the point in the height thing since everyone will go max hight to avoide it.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
- Theblackdog
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The problem here is that you would have to tilt the ship's vector up and down to preserve the game physics. It's just not feasible.jifel wrote:TBD: Perhaps, to make Space rules more realistic, there could be a 3-D aspect where the ships could be anywhere from 1'' to 5" above the battle, witch would help evade some bottom mounted weapons. However, a ship has to be 2" or less from the surface to use Bombardment. All ships start at 3", and can use one inch of acceleration to raise/lower their height by 1". However, the are kindof complex, so would be an optional addition.
Also, if a ship was two inches above an enemy ship, they could use a bombardment on them.
jifel

- jifel
- Jaw-Jaw
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Why not? some of my bases already do that, and its easy to MoD on. However, it is a little complicated in an un-Brikwarsy manner, so it probably wont be used. It was just an idea anyway.
And people wouldnt just be at maximum altitude because you have to be close to the surface to Support your Ground forces, and that may be where it is decided.
jifel
And people wouldnt just be at maximum altitude because you have to be close to the surface to Support your Ground forces, and that may be where it is decided.
jifel
"And the angels of darkness descended upon pinions of fire and light...the great and terrible dark angels."


- Theblackdog
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- tahthing
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I've just made a large ship to micro scale it doesn't fit with the rules since its engines are the size of frigates, what class should this be im thinking cruiser or something like that. the problem is the fact that it has two bases to support both ends since it middle doesn't have points for connection should i put a plate betren the bases and mark the middle or what, in fact since most guns carnt fire from one end of it to the other should it be unused.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
- tahthing
- rather undermines the point of ranks.
- Posts: 1132
- Joined: Mon Dec 29, 2008 7:02 pm
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my creation is aculey weak in battle since it can't cover its tail(yet) since it doesn't have enougth weapons, though with its massive engines i don't think i needs to worry about defence.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
- Theblackdog
- Pooplord
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- tahthing
- rather undermines the point of ranks.
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- Joined: Mon Dec 29, 2008 7:02 pm
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i would use component damage for small ships, but it would be done by using acuracy rolls and scatter dice(i got 1 from where i got a warhammer dice cube so i don't have to raid boardgames).
you might miss the weapon your aiming for but hey you hit the one next to it.
also I've come up with an idea for representing how many fighters are in a group. how you do it is by putting markers on the stand, i make mine from 2x2 modified plate clips.
you might miss the weapon your aiming for but hey you hit the one next to it.
also I've come up with an idea for representing how many fighters are in a group. how you do it is by putting markers on the stand, i make mine from 2x2 modified plate clips.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
- Theblackdog
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The problem there is that the weapons, engines, etc. represent a tiny fraction of any ship's surface area. You're most likely to hit the ship's hull, smash through some living quarters (which would be abandoned in a battle) or fuel tanks (which would affect the ship's performance in the long term but not over the course of the battle) and do structural damage than you are to hit a specific weapon. Maybe a critical success to accuracy would allow you to choose a specific component to disable if you were firing for structure damage. But most of a spacecraft's volume is fuel tanks, so you're not likely to hit anything immediately important.tahthing wrote:i would use component damage for small ships, but it would be done by using acuracy rolls and scatter dice(i got 1 from where i got a warhammer dice cube so i don't have to raid boardgames).
you might miss the weapon your aiming for but hey you hit the one next to it.
Besides, why are we talking about this? This is a thread about spacecraft MOVEMENT. It says MOVEMENT in the subject line. If you want to calculate damage this way, do so in your own space battles.

- tahthing
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depends on what your firing a bullet fired from a rail-gun might make the fuel explode if its explosive (which for the sake of destruction should).Theblackdog wrote:The problem there is that the weapons, engines, etc. represent a tiny fraction of any ship's surface area. You're most likely to hit the ship's hull, smash through some living quarters (which would be abandoned in a battle) or fuel tanks (which would affect the ship's performance in the long term but not over the course of the battle) and do structural damage than you are to hit a specific weapon. Maybe a critical success to accuracy would allow you to choose a specific component to disable if you were firing for structure damage. But most of a spacecraft's volume is fuel tanks, so you're not likely to hit anything immediately important.tahthing wrote:i would use component damage for small ships, but it would be done by using acuracy rolls and scatter dice(i got 1 from where i got a warhammer dice cube so i don't have to raid boardgames).
you might miss the weapon your aiming for but hey you hit the one next to it.
also this add realism since you are unlikely to hit the weapons/control center since they are the smaller part.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
"Triangalism! What's the fuckin' point!"

How's that compression ratio?

