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Post by Gravedust on Feb 2, 2014 2:34:08 GMT -8
Talk about the game here. This thread is also for signups.
Actual game thread should be along shortly.
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Post by cokerpilot on Feb 4, 2014 17:57:38 GMT -8
Hello there this looks interesting I think I will throw my hat in.
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Balk
Full Member
Posts: 202
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Post by Balk on Feb 4, 2014 18:27:48 GMT -8
I've been wondering if any new games were in the works over here. Sign me up!
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Post by fourohfour on Feb 4, 2014 19:26:03 GMT -8
I'll sign up to play, and read through everything to design something that'll probably do terribly soonish.
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Post by atomikkrab on Feb 5, 2014 2:27:58 GMT -8
I will give this game a go.
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Post by Gravedust on Feb 5, 2014 15:57:06 GMT -8
Yay, it's cool to see some interest. Let me know if anyone needs any clarifications about the game rules as they stand. If anyone wants to try their hand at making a ship, you might want to consider something with a compartment range of 25-30, since that is probably around the size we'll be starting at, and then working our way up from there. Ships under 25 compartments can be pretty frustratingly hard to hit, so usually the compartment minimum will be 25 or higher. And I swear to god, I'd never rolled so many 1s or 20s (almost always resulting in a miss) since I started testing this game. But feel free to build whatever catches your fancy, really. I plan on giving the recruitment phase a week or so, and then I'll start prepping the first game.
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Post by atomikkrab on Feb 7, 2014 22:16:25 GMT -8
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Post by Gravedust on Feb 7, 2014 23:41:03 GMT -8
Wow yeah, that's pretty similar, though I hadn't heard of Space Truckers before. Hehe.. Their shear rules are basically identical to mine, as well as some of their components. Funny. But it sort of make the most sense if you want to make something space-flavored, you'll see the same general parts...
But nah I'd never seen it before, though I think I'd be more surprised if nobody else had thought of this general 'destructible compartments on a hit grid' type of deal before.
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Post by unbelievable on Mar 7, 2014 16:37:05 GMT -8
Im In.
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Post by Gravedust on Mar 17, 2014 13:27:52 GMT -8
OKAY. I have rebooted the PVP thread and created a new campaign thread! If you're interested in playing in either you will need to sign up. (re-sign up if you in the old thread) For those who missed the earlier conversation on the subject: ----------------------------------- The PVP thread will be strictly for balanced player vs. player matches. There may be some special rules involved, but mostly it is ships busting up other ships, and/or trying to complete symmetrical objectives. Ship sizes, location and rules may vary widely between matches. ----------------------------------- The Campaign thread is more fight cooperatively against the GM in scenarios that follow a general story. Players actions and missions can be chose by the players themselves, and the players may build up fleets of several persistent ships, ally with a Faction, and play some part in what eventually happens in Culver Orbit. ----------------------------------- The PVP game will start as soon as it has at least 4 players, (whenever that is) and the Campaign game will begin as soon as a single player signs up, though the signup period will not close until Friday. You can sign up for either or both, if you get bogged down you can always drop out of one. So there you go. I'd love to get this things going.
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Post by atomikkrab on Mar 21, 2014 19:35:46 GMT -8
Ok give me a bit to build a ship for the campaign.
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Post by cokerpilot on Mar 23, 2014 10:50:17 GMT -8
Still interested if I can just get my equipment to work.
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Post by Gravedust on Mar 24, 2014 11:15:17 GMT -8
Sure thing. You can hop in whenever you're able.
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Post by Gravedust on Mar 25, 2014 9:15:43 GMT -8
Howdy folks, Things are progressing, just invisibly. I have some ships to make and a bit of other prep to do, but I'm hoping to get the 1st mission going in the next day or so.
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Post by Gravedust on May 8, 2014 9:11:20 GMT -8
::CH-CH-CHAANGES::• Fighters have gotten a rather extensive overhaul; I was trying to get one unit to do too much, and so I've split Fighters into three separate remote classes. All 3 classes are launched from the same (current) Fighter Launch Bay, but each type has it's own Hangar that daisy-chains w/ it's own kind, but not other hangar types. (Similar to how Torpedoes will be handled when they are introduced: Many flavors, 1 launcher.) Remotes launched from a fighter bay can now be recovered to allow a different type of remote to be launched. (I.e. land a Fighter, launch an Interceptor) Fighter class stats will probably undergo some subsequent changes/alterations and I may replace gunships with something else, but for now here they are: (The Size stat represents how difficult they are to hit, i.e Roll equal to or under their size rating and they get blown up) ---------------------------------------------------------------- Attack Fighter: (Anti-ship) [Damage: 1(x2)][Range:5][Speed:9][Energy: 2 to Launch][Size:3] ---------------------------------------------------------------- --------------------------------------------------------------------------- Interceptor: (Anti-remote) [Damage: 0(x4)][Range:5][Speed:10][Energy: 2 to Launch][Size:2] -------------------------------------------------------------------------- --------------------------------------------------------------------------- Gunship: (Basically a mobile laser turret. Probably needs some work.) [Damage: 1(x3)][Range:5][Speed:6][Energy: 3 to Launch][Size:5] (Unlike others in it's class, Gunships only come 1 to the bay) ------------------------------------------------------------------------------ Each remote type has it's own icon on the battle map, so you can tell what they are: The official compartment sheet will be updated tomorrow, I forgot I'm hosting the images myself. I'll also update the .zip image archive to include the new Hangar compartment art. For current designs, Fighter hangars will be replaced with Attack Fighters automatically, otherwise you can specify if you'd like a particular hangar type instead.
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Balk
Full Member
Posts: 202
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Post by Balk on May 8, 2014 16:59:36 GMT -8
Yeah, I think the gunship could use a few tweaks. It seems kinda lackluster next to the attack fighter. 3 less speed, 2 more size, 1 extra energy to launch, 1 less fighter per bay and all it gets in trade is an extra shot? Longer range or more firepower would make the choice harder, but with those stats I'd rather have a bay for attackers.
The interceptor is a bit more interesting, though. I'd lean towards using all my bays for attack fighters (since they'll be at least somewhat useful in any situation, while interceptors are dead weight if the other team doesn't have remotes), but I can seem them coming in handy. Anyway, it's nice to have options.
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Post by atomikkrab on Aug 6, 2014 17:42:23 GMT -8
Grave can you clue us in on a how much a cheap terrible cargo hauler for the goods would set us back?
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Post by Gravedust on Aug 12, 2014 8:41:15 GMT -8
Not sure since I haven't made any cargo haulers yet, and probably won't until I really need to.
But they run at the same rates as other ships, so if you want to buy one then it'd be at least 25 mil (minimum ship size)
To rent; probably between 15-20% of total value, so somewhat higher than the upkeep of a comparable vessel.
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Post by cokerpilot on Sept 5, 2014 12:55:32 GMT -8
Recovering from being very very ill.
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Post by Gravedust on Sept 9, 2014 10:37:54 GMT -8
Yikes, Sorry to hear that. :/ You probably haven't missed much though, I've been really busy.
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Post by xelada on Jan 17, 2015 13:59:42 GMT -8
Um... correct me if I'm wrong but shouldn't the Erinyes still be operational? She still has weapons, thrust and a bridge.
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Post by Gravedust on Jan 17, 2015 15:21:29 GMT -8
Yep, Erinyes is still up, just pretty crippled, for the moment. The command switchover is a faction scenario thing more than a mechanics thing, if that's what you were wondering about.
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Post by cokerpilot on Jan 19, 2015 15:05:46 GMT -8
Do you guys thinking I should turn and go after the runner I should just be in range I think. Or do you want me to keep hounding the Stormcat?
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Balk
Full Member
Posts: 202
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Post by Balk on Jan 19, 2015 15:52:18 GMT -8
Hmm... I see three gray fighters that have shots on Stormcat's unshielded side. Plus Krakatoah's fighter 3D. Some of their ships can hit the sides that still have shields, too. So there's a good chance Stormcat will die right away, but if not, the Sombrans will almost certainly finish him off on their own next turn.
I'd say go after Artype unless you really want Stormcat dead now. If you do, let me know and I'll take out that missile so you can get to his vulnerable side.
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Post by cokerpilot on Jan 22, 2015 10:02:27 GMT -8
Just in case you guys missed it I comed you in game.
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Post by cokerpilot on Feb 7, 2015 7:54:52 GMT -8
Meanwhile:
Captain Coker tensely stares at his fellow captains over the conference table. An uneasy silence fills the room.
"Do you have any twos?"
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Post by krakatoah on Feb 10, 2015 15:02:02 GMT -8
Soooo, reckon we have enough money by now to consider some ship upgrades? Or should we finish our current task first before thinking about that?
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Balk
Full Member
Posts: 202
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Post by Balk on Feb 10, 2015 18:21:12 GMT -8
Yeah, definitely. You and coker have the cash to buy something twice as big as your current ships.
...you'd have to scrap what you have now to pay the upkeep costs, but hey, it's an option.
I'll have to design something bigger than size 30. Or maybe buy another size 30 ship and bring two in the next mission, if that's legal.
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Post by cokerpilot on Feb 10, 2015 19:27:35 GMT -8
We actually have enough money to do that I most did the math wrong?
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Post by Gravedust on Feb 10, 2015 20:08:53 GMT -8
Or maybe buy another size 30 ship and bring two in the next mission, if that's legal. It's uh.. legal-isah, with 3 players. I try not to have more than 4 ships to a side during missions (though clearly I'm not real good at that. >.>) so in a 3-player game I guess 1 player could have 2 ships.. if the other two agree to it, and further agree to take turns swapping out being the dude with two ships, or in some other manner prevent people from getting butthurt. Anyway, if it's fine with y'all, it's fine with me. Another reason for having multiple ships (as I mentioned before) is that if you lose one during a mission, you can roll out another one in the same mission and carry on. The enemies you meet will start reinforcing in the same manner pretty soon. Actually they were doing that last mission, only with 2 slots instead of four. But then, just having a bigger ship is nice too. So whatever you feel like, really. In case I never mentioned, upkeep is always 10% of the ship's total value, (So a 30-compartment ship is 3mil, 45 is 4.5mil, etc.) In case that helps with planning.
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