BrikSpace

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: Rev. Sylvanus, warman45

What would you like to see out of Brikspace?

Awesome not-too-complex space combat!
14
30%
Cool space combat with some tactics thrown in there.
21
46%
Make it more like Battefleet Gothic or something (pretty complex, but fun).
10
22%
I just wanna build the ships, man.
1
2%
 
Total votes: 46

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Post by benkim123 » Tue Jul 14, 2009 9:39 am

Nah it's ok. It's not boring to think about it. It's just complicated.
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Post by Olothontor » Tue Jul 14, 2009 10:02 am

That's unfortunate. I don't want it to be complex.
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Post by benkim123 » Tue Jul 14, 2009 10:05 am

No only the engine part is complex. I couldn't figure it out. Oh and if you find out a way to solve this, can you pm me the rules, with a link at least.
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Post by Olothontor » Tue Jul 14, 2009 10:06 am

Alright, will do. Like I said, Halo3000 came up with rules last night on Skype, so I'll get him to post whatever it was here, and let you know.
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Post by benkim123 » Tue Jul 14, 2009 10:07 am

Thank you.
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Post by Olothontor » Tue Jul 14, 2009 10:10 am

No problem.
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Post by Olothontor » Tue Jul 14, 2009 1:40 pm

Well... hmm. I'd like to find a way to justify that, actually, instead of removing it.
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Post by Theblackdog » Tue Jul 14, 2009 1:41 pm

Olothontor wrote:Oh, and as long as we're on movement, what would you guys think of adding in a rule in which your ship can use half of it's move to turn 180 degrees if it has a move of more than 4" (just because turning at the moment is kind of bleh)?
My version of Brikspace has a similar rule, and Battlefleet Gothic has a rule allowing you to double your ship's turning ability (e.g. 45 degrees to 90 degrees) but reduce your weapons' strength in exchange. It's a great idea and I definitely think you should do it.
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Post by Olothontor » Tue Jul 14, 2009 1:43 pm

Awesome. Thanks for your support and advice. I really appreciate it.
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Post by halo 3000 » Tue Jul 14, 2009 2:21 pm

the main problem with the engines was that frigates started with a 6 in engine. we changed this by making the frigates start with 3 inch engine so they dident move uber fast and were not overpowered.
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Post by Olothontor » Wed Jul 15, 2009 6:02 pm

DEVELOPMENT UPDATE: About to add in rules for the following things:
  • *Railguns
    *New Engine rulings
    *Mining Utilities
    *Shockwave Emitters
    *Singularity Guns
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Post by Theblackdog » Thu Jul 16, 2009 6:06 am

Olothontor wrote:*Singularity Guns
Sweet.
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Post by massacre » Thu Jul 16, 2009 7:12 am

I have a question about the railgun, does it have bullets that it shoots? are there a limited amount of bullets? Or is it just assumed that the ship has enough railgunbullets for its needs?

I think that there should be a ammo package attached to the railgun that holds a certain amount of bullets (e.g. 50)

Thanks for answering my questions. Please endeavor to answer them quickly as I am about to have a Brikspace battle today and would like to use railguns.
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Post by benkim123 » Thu Jul 16, 2009 8:50 am

Railgun bullets? Blasters in Star Wars have ammo but huge blasters or laser cannons don't have any ammo. I think buying magazines for a railgun sounds stupid.
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Post by Olothontor » Thu Jul 16, 2009 10:12 am

Ah, but a Railgun is a magnetically powered weapon, so ammunition makes loads of sense.

A little impractical, though, at least rules-wise. Railguns are hindered enough without giving them a certain number of shots. Although it WOULD give another practical use for a Freighter, as it could also carry Munitions Stores and be able to replenish just like it does with Missile Barges. So I suppose that kinda balances out. Go ahead and try it like that, massacre, and let me know how that works. We'll playtest them without ammo and see how that goes. Once we hear from multiple parties, we'll converge to discuss, and change whatever needs changing. They are terribly experimental at this point, but I'd hate to see them removed.
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