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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Morrus" data-source="post: 5010687" data-attributes="member: 1"><p>Correct. One thing I need to do is really standardise the terminology (also, some terms like "AC" or "Aura" won't stay).</p><p> </p><p></p><p> </p><p>Yep! I'm glad you spotted that; sometimes I'm so familiar with it that things seem obvious to me when in fact they haven't actually been explicity said.</p><p> </p><p></p><p> </p><p>They can. One of the design goals was so that I could have fighters racing along the hulls of battleships. A ship entering another's hex is either above or below it.</p><p> </p><p></p><p> </p><p>You've hit on the area I'm least happy with and which I've been struggling with since the start. Needless to say, the squadron rules need a serious overhaul.</p><p> </p><p>The design goal there is simply one of simplicity. I want to allow large battleships to deploy fighters numbering up to 80 or so in some cases, and it's just not feasible to expect players to track each one, or for each round to last 80+ turns. The squadron concept is intended to make that manageable. But it's not in a good state right now, as you've correctly surmised.</p><p> </p><p></p><p> </p><p>Yep! Well spotted.</p><p> </p><p></p><p> </p><p>Not in use yet, but will refer to large-yield weapons. Nukes and so forth will use the rule. It'll be a burst 1,2 or 3 area which the weapon damages. I haven't yet designed any weapons which use it yet, though I will!</p><p> </p><p></p><p> </p><p>I hadn't intended it to; that should probably read "at the start of the battle".</p><p> </p><p></p><p> </p><p>Yes, but that hasn't been written yet. Basically, a sick bay's repair rating will be able to be applied to a combat force aboard that ship. Also, a future Hero (the Medical Marvel) will be able to affect this.</p><p> </p><p></p><p> </p><p>It defines how many people the transporter can transport.</p><p> </p><p></p><p> </p><p>Yes. Heroes have to be on ships they affect or on the same ship as other Heroes they effect. I envisage something of a sub-game going on where Heroes are effectively battling each other, and the movement of Heroes will be a factor in that. </p><p> </p><p></p><p> </p><p>That's right, yep. Otherwise it has a standard (not as effective) security force defined by its size.</p><p> </p><p></p><p> </p><p>Good catch!</p><p> </p><p></p><p> </p><p>It's a Colonial Support Vessel. I had them called "Raptors" previously (based on the BSG ships), and must have missed that reference.</p><p> </p><p></p><p> </p><p>Nope, that's the entire force. It's not enough to worry a big battleship, but a small vessel won't want them charging aboard! Bear in mind, though, that the stats there were pretty much thrown in; I haven't thought seriously about boarding party stats yet.</p><p> </p><p></p><p> </p><p>And for transporters and the like - good point. Yes, it does.</p><p> </p><p></p><p> </p><p>At the moment, it's common sense, but weapons will eventually have categories. Basically it's any beam weapon - phaser, laser, blaster, disruptor, etc.</p><p> </p><p></p><p> </p><p>Absolutely!</p><p> </p><p>Regarding the multiple forces - I actually updated the document about half an hour ago with that very detail! </p><p> </p><p></p><p> </p><p>Not written yet. I'm not completely sure how I want to handle them. I think I'll be giving them a power level which negates thrust.</p><p> </p><p></p><p> </p><p>I envisaged the actual HP total being reduced - the crew has been massacred, consoles blasted, and so on.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5010687, member: 1"] Correct. One thing I need to do is really standardise the terminology (also, some terms like "AC" or "Aura" won't stay). Yep! I'm glad you spotted that; sometimes I'm so familiar with it that things seem obvious to me when in fact they haven't actually been explicity said. They can. One of the design goals was so that I could have fighters racing along the hulls of battleships. A ship entering another's hex is either above or below it. You've hit on the area I'm least happy with and which I've been struggling with since the start. Needless to say, the squadron rules need a serious overhaul. The design goal there is simply one of simplicity. I want to allow large battleships to deploy fighters numbering up to 80 or so in some cases, and it's just not feasible to expect players to track each one, or for each round to last 80+ turns. The squadron concept is intended to make that manageable. But it's not in a good state right now, as you've correctly surmised. Yep! Well spotted. Not in use yet, but will refer to large-yield weapons. Nukes and so forth will use the rule. It'll be a burst 1,2 or 3 area which the weapon damages. I haven't yet designed any weapons which use it yet, though I will! I hadn't intended it to; that should probably read "at the start of the battle". Yes, but that hasn't been written yet. Basically, a sick bay's repair rating will be able to be applied to a combat force aboard that ship. Also, a future Hero (the Medical Marvel) will be able to affect this. It defines how many people the transporter can transport. Yes. Heroes have to be on ships they affect or on the same ship as other Heroes they effect. I envisage something of a sub-game going on where Heroes are effectively battling each other, and the movement of Heroes will be a factor in that. That's right, yep. Otherwise it has a standard (not as effective) security force defined by its size. Good catch! It's a Colonial Support Vessel. I had them called "Raptors" previously (based on the BSG ships), and must have missed that reference. Nope, that's the entire force. It's not enough to worry a big battleship, but a small vessel won't want them charging aboard! Bear in mind, though, that the stats there were pretty much thrown in; I haven't thought seriously about boarding party stats yet. And for transporters and the like - good point. Yes, it does. At the moment, it's common sense, but weapons will eventually have categories. Basically it's any beam weapon - phaser, laser, blaster, disruptor, etc. Absolutely! Regarding the multiple forces - I actually updated the document about half an hour ago with that very detail! Not written yet. I'm not completely sure how I want to handle them. I think I'll be giving them a power level which negates thrust. I envisaged the actual HP total being reduced - the crew has been massacred, consoles blasted, and so on. [/QUOTE]
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