Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Geek Talk & Media
"SPACE FIGHT!" Starship combat boardgame
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Morrus" data-source="post: 4864989" data-attributes="member: 1"><p>Thanks! It's a long way from done (I'm waiting for art at the moment).</p><p> </p><p></p><p> </p><p>I used "iconic" ships from the things I wanted to be able to simulate. They won't feature in the final game, obviously - but analogs of them will.</p><p> </p><p></p><p> </p><p>It's a tricky issue. Basically, a ship's relative power cna only really be determined by extensive playtesting (the biggest weakness of an exception based system, where anything goes). George Lucas and Gene Roddenberry weren't using a universal TV point-buy handbook when they designed their ships; the just decided "this would be cool" and did it.</p><p> </p><p>So designing a ship means deciding what you want it to do, designing the stat block for it, and playtesting it as much as possible. It means we can't have a ship construction manual or anything, unfortunately. </p><p> </p><p></p><p> </p><p>What do you mean by double width?</p><p> </p><p>I certainly agree that broadsides are a visual which the system should be able to emulate. Again, the exception based system allows for that: just design a ship with broadside attacks.</p><p> </p><p></p><p> </p><p>Off the top of my head I can't recall the hexes per sheet, but four poster sized maps (or a dining room table).</p><p> </p><p></p><p> </p><p>It didn't really prove to be an issue in the game we played - and that was a much smaller area than intended. But it's something I'll be keeping an eye on during playtests.</p><p> </p><p></p><p> </p><p>They accelerated to around 12-15 in the playtest in order to keep their turning circles within reason. They could go to 30, but I don't imagine that'll happen often, unless we design a ship with some very tight turning maneuvers at speed.</p><p> </p><p></p><p> </p><p>Yup. It would be defined in the stat block. </p><p> </p><p></p><p> </p><p>I haven't fully decided. At the moment I like the idea of the player in question handing his stat card over to the player who captured his ship. The ship, however, is at crippled status due to a skeleton crew consisting of a boarding party. that player could then attempt "repairs" by adding more crew. </p><p> </p><p></p><p> </p><p>Not even close to. That section really is nothing more than some notes I jotted down one night.</p><p> </p><p></p><p> </p><p>Yeah, I've seen game designs like that. Again, no reason it can't be done on a case-by-case basis. You just note in a targetted system's stat entry that it can't be targetted until something else has been destroyed before it.</p><p> </p><p></p><p> </p><p>Coming. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p> </p><p>It means 6 men can be transported per round. The stat block ebtry should (when finished) define the capablity of that boarding party.</p><p> </p><p></p><p> </p><p>Well, if some members of a squadron change to a different speed to the rest, they've effectively split into two squadrons. A squadron has a single set of actions - you don't control the individual ships.</p><p> </p><p></p><p> </p><p>Possibly. That's just a ship design thing though. They're really just rough examples: the biggest challenge is going to be the bit where we go through and carefully design each ship. Right now, we just need something useable in there for playtesting.</p><p> </p><p></p><p> </p><p>Each missile coming in rolls 1d20 and explodes on 11 or more. That's separate to its to-hit roll.</p><p> </p><p></p><p> </p><p>Thanks! It's really useful! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Morrus, post: 4864989, member: 1"] Thanks! It's a long way from done (I'm waiting for art at the moment). I used "iconic" ships from the things I wanted to be able to simulate. They won't feature in the final game, obviously - but analogs of them will. It's a tricky issue. Basically, a ship's relative power cna only really be determined by extensive playtesting (the biggest weakness of an exception based system, where anything goes). George Lucas and Gene Roddenberry weren't using a universal TV point-buy handbook when they designed their ships; the just decided "this would be cool" and did it. So designing a ship means deciding what you want it to do, designing the stat block for it, and playtesting it as much as possible. It means we can't have a ship construction manual or anything, unfortunately. What do you mean by double width? I certainly agree that broadsides are a visual which the system should be able to emulate. Again, the exception based system allows for that: just design a ship with broadside attacks. Off the top of my head I can't recall the hexes per sheet, but four poster sized maps (or a dining room table). It didn't really prove to be an issue in the game we played - and that was a much smaller area than intended. But it's something I'll be keeping an eye on during playtests. They accelerated to around 12-15 in the playtest in order to keep their turning circles within reason. They could go to 30, but I don't imagine that'll happen often, unless we design a ship with some very tight turning maneuvers at speed. Yup. It would be defined in the stat block. I haven't fully decided. At the moment I like the idea of the player in question handing his stat card over to the player who captured his ship. The ship, however, is at crippled status due to a skeleton crew consisting of a boarding party. that player could then attempt "repairs" by adding more crew. Not even close to. That section really is nothing more than some notes I jotted down one night. Yeah, I've seen game designs like that. Again, no reason it can't be done on a case-by-case basis. You just note in a targetted system's stat entry that it can't be targetted until something else has been destroyed before it. Coming. :) It means 6 men can be transported per round. The stat block ebtry should (when finished) define the capablity of that boarding party. Well, if some members of a squadron change to a different speed to the rest, they've effectively split into two squadrons. A squadron has a single set of actions - you don't control the individual ships. Possibly. That's just a ship design thing though. They're really just rough examples: the biggest challenge is going to be the bit where we go through and carefully design each ship. Right now, we just need something useable in there for playtesting. Each missile coming in rolls 1d20 and explodes on 11 or more. That's separate to its to-hit roll. Thanks! It's really useful! :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
"SPACE FIGHT!" Starship combat boardgame
Top