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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Iron Sky" data-source="post: 4865371" data-attributes="member: 60965"><p>I've noticed the balance difficulties in my 4e game since I'm making all custom monsters. I created my own custom "point-buy" system for making them and simplified a few things, but each power is its own rule...</p><p></p><p>I guess that's also the advantage of exception-based design: you're never limited by the rules when you have a cool idea of what a ship should do.</p><p></p><p></p><p></p><p>I mean that front is the arc going through the hex directly in front of the ship, back is the hex behind, and starboard and port are the two hexes to the right and two hexes to the left.</p><p></p><p>That, of course, only works when a ship is a single hex in size. I could see difficulties figuring out the firing arcs of a 20-hex Star Destroyer... </p><p></p><p>Maybe have a green lines on the outer-most hex intersections on each ship to delineate where each ship's arcs are split?</p><p></p><p></p><p></p><p></p><p>Well, here's a scenario:</p><p></p><p>Viper squadrons A and B started out with 10 ships each. Each lost 5 in a couple passes of a Battlestar, so they move together and want to merge into a single squadron. Squadron A has used 2 charges of its turbo, B hasn't used any. How many does the new squadron C that's left when they've merged have?</p><p></p><p>I am of the opinion that the smaller the ship (and thus, the more of them you are likely to have), the less limited-use powers they should have, for the same reason that most minions in 4e have 1 or maybe 2 powers and Solos have 4-10. You are, of course, perfectly entitled to hold a different opinion on the matter. <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></p><p>That sounds pretty solid on its own. Personally, I think taking out another player's ship without killing it outright AND getting another ship in your fleet (or at least another target to distract the enemy) is enough, with out complicating things by trying to restore the ship to maximum functionality.</p><p></p><p></p><p></p><p>A simple rule for tractor beams would be: make an attack roll against the target ship. If it hits, it drags the target ship a number of hexes equal to the difference between their two sizes (or d4 or some other die amount if you don't want people to have to take the time to bust out the scale chart).</p><p></p><p>Glad I spotted this thread, got the creative juice flowing for the latest ruleset I'm working on!</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4865371, member: 60965"] I've noticed the balance difficulties in my 4e game since I'm making all custom monsters. I created my own custom "point-buy" system for making them and simplified a few things, but each power is its own rule... I guess that's also the advantage of exception-based design: you're never limited by the rules when you have a cool idea of what a ship should do. I mean that front is the arc going through the hex directly in front of the ship, back is the hex behind, and starboard and port are the two hexes to the right and two hexes to the left. That, of course, only works when a ship is a single hex in size. I could see difficulties figuring out the firing arcs of a 20-hex Star Destroyer... Maybe have a green lines on the outer-most hex intersections on each ship to delineate where each ship's arcs are split? Well, here's a scenario: Viper squadrons A and B started out with 10 ships each. Each lost 5 in a couple passes of a Battlestar, so they move together and want to merge into a single squadron. Squadron A has used 2 charges of its turbo, B hasn't used any. How many does the new squadron C that's left when they've merged have? I am of the opinion that the smaller the ship (and thus, the more of them you are likely to have), the less limited-use powers they should have, for the same reason that most minions in 4e have 1 or maybe 2 powers and Solos have 4-10. You are, of course, perfectly entitled to hold a different opinion on the matter. :) That sounds pretty solid on its own. Personally, I think taking out another player's ship without killing it outright AND getting another ship in your fleet (or at least another target to distract the enemy) is enough, with out complicating things by trying to restore the ship to maximum functionality. A simple rule for tractor beams would be: make an attack roll against the target ship. If it hits, it drags the target ship a number of hexes equal to the difference between their two sizes (or d4 or some other die amount if you don't want people to have to take the time to bust out the scale chart). Glad I spotted this thread, got the creative juice flowing for the latest ruleset I'm working on! [/QUOTE]
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