But if you want LOTS of crap, give it LOTS of crap. Give it a normal engine and a ton of normal weapons. Shop to your heart's content.
BrikSpace
Moderators: warman45, Rev. Sylvanus
- Olothontor
- Clown-Face Bologna

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- Olothontor
- Clown-Face Bologna

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- MasterEcabob
- Jaw-Jaw
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MasterEcabob wrote:As for your engine problem, I think the best thing to do would be to change the max ship class and tweak the movement a little bit. I think this would work alright:
Basic Engine: Maximum Ship Class: Flagship. Movement: 2". CP 3
Light Engine: Maximum Ship Class: Dreadnaught. Movement: 5". CP 6
Fast Engine: Maximum Ship Class: Destroyer. Movement: 8". CP 9
That way the costs go up in increments of 3 and flagships aren't forced to spend 11 cp for warp engines if they don't want to. Plus the other ships are actually getting a 2" bonus in speed for 3 extra cp, just like you wanted them to.
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

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And with those rules a flagship could use a basic engine instead of a warp engine, which leaves birdman with 24 cp to spend on weaponry instead of 15.
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

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- Olothontor
- Clown-Face Bologna

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Alright, FINALLY got around to updating the Engines and such. Thanks again, Ecabob. About to add in a section about campaigning in BrikSpace, the rules for which will be implemented on the BrikSpace forum battle.
EDIT: Campaign rules now up, or at least partially. of to kidko's place now, will probably continue once at home again.
EDIT: Campaign rules now up, or at least partially. of to kidko's place now, will probably continue once at home again.
- MasterEcabob
- Jaw-Jaw
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Cool campaign rules, but what happens when you kill a ship that doesn't have a cp limit like a bomber? Also you should make it so that a retreating fleet has a chance of engine failure or something, that would add a lot more risk to the game.
On another note, how about you add tractor beams to the weapons list? They could reduce a ship's movement and agility rating and could be used by interdictors.
On another note, how about you add tractor beams to the weapons list? They could reduce a ship's movement and agility rating and could be used by interdictors.
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!
After playtesting, Olothontor and I have changed a few things. By a few, I mean seventeen things:
- Added combined fire
- Finalized the Carrier class
- Dropped the Cutter class
- Added Agility bonuses for ships on opposite sides of debris
- Dropped Structure rating
- Added (experimental) campaign scoring rules [already on forums?]
- Added the seeking ability to Light Missiles
- Added anti-missile shots
- Balanced out the weapon damages
- Dropped Massive Weapons
- Changed the Frigate/Fighter default engines
- Extended Missile movement from 6" to 8"
- Fighters no longer have CP, just get to pick a Small Weapon (to balance with Bombers in the campaign rules for CP gains)
- Set Light Armor as the ONLY armor Bombers & Fighters could have
- Finalized the Freighter Class
- Added rules for re-stocking Missiles
- Finalized the Missile Barge

- MasterEcabob
- Jaw-Jaw
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- MasterEcabob
- Jaw-Jaw
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Great, can't wait to see it.
Also I'm liking the changes you made, especially how you cut the cutter (pun not intended). That thing seemed overpowered from the get go.
The only thing I don't like how missiles can be shot down without an accuracy roll. I mean how do you expect to hit a tiny tiny missile with a f'ing turbolaser?
EDIT: Also, how about this for a new cutter?
Interceptor: A fighter that sacrifices armor for speed. It comes with one weapons system and gets a Fast Engine and has an agility rating of 16.
Basically a fighter that won't get hit often but that will die when it does get hit, which means it doesn't totally outclass the fighter and is actually worse than a fighter in certain situations.
Plus Interceptor sounds way cooler than cutter.
Also I'm liking the changes you made, especially how you cut the cutter (pun not intended). That thing seemed overpowered from the get go.
The only thing I don't like how missiles can be shot down without an accuracy roll. I mean how do you expect to hit a tiny tiny missile with a f'ing turbolaser?
EDIT: Also, how about this for a new cutter?
Interceptor: A fighter that sacrifices armor for speed. It comes with one weapons system and gets a Fast Engine and has an agility rating of 16.
Basically a fighter that won't get hit often but that will die when it does get hit, which means it doesn't totally outclass the fighter and is actually worse than a fighter in certain situations.
Plus Interceptor sounds way cooler than cutter.
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!
Interceptor does sound better, but what about the Armor? It can't sacrifice something it doesn't have
Maybe cut it down to 1d3 or something? We can tack it onto the Experimental section.
As for shooting down missiles, it really didn't affect the game all that much. There are usually more threatening things around (ships) so the missiles don't get much attention.
As for shooting down missiles, it really didn't affect the game all that much. There are usually more threatening things around (ships) so the missiles don't get much attention.

- Olothontor
- Clown-Face Bologna

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Plus, as we saw, if you get close enough in (especially bombers), missiles can just hit automatically if the ship is within 8". That's how I destroyed, like, half of kidko's fleet in the second game.
Also note, that all of those new rules will NOT be implemented this game, as fleets are already made and the game is beginning. All rules updated throughout this battle will be implemented at the start of the next game. The only new rules being used for the current forum battle are the campaign rules, implemented NOW. Also the rule on Structure will have to implemented, otherwise it is LITERALLY IMPOSSIBLE to hit anything. Just armor, plus plating and shields, is definitely enough.
Also note, that all of those new rules will NOT be implemented this game, as fleets are already made and the game is beginning. All rules updated throughout this battle will be implemented at the start of the next game. The only new rules being used for the current forum battle are the campaign rules, implemented NOW. Also the rule on Structure will have to implemented, otherwise it is LITERALLY IMPOSSIBLE to hit anything. Just armor, plus plating and shields, is definitely enough.
