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Demian Rose wrote:Hmmm, I see your point, but don't like adding in fiddly math if I don't have to do so
While the rule I proposed would be fairly easy to represent in a table form (as opposed to explaining it in coherent sentences), it is absolutely true that it does add to the math for little return investment in an average situation. Given that, there remains the small but pesky fact that designing a parallel combo weapon with 4 identical single-shot subframes results in a frame that is cheaper (by all of 12%) in PVs than a frame with the same profile as the subframe used but having 4 shots per game...
tnjrp wrote:I would consider any situation where the halved (or quartered) points cost of the frame you want to add to the combo weapon would initially be less than 20 (or 10) points an excuse for juggling the costs of the primary frame and the additional frame(s)
In hindsight, I don't think that the above sentence made all of the sense I intented it to make. So, let's try again:
"I would consider any situation where the initial points cost of the frame you want to add to the combo weapon is less than 20 (or 10) points an excuse for juggling the costs of the primary frame and the additional frame(s)"
So there.
Demian Rose wrote:Can you give me an example of a scenario where point cost minimums would lead to frame juggling?
I would consider any situation where the halved (or quartered) points cost of the frame you want to add to the combo weapon would initially be less than 20 (or 10) points an excuse for juggling the costs of the primary frame and the additional frame(s). Which could lead to cheap auxiliary frames' demise from the force in favour of more powerfull but less characterfull combinations (and I'm not talking about "8 single shot frames" characterfull, but for example the Warzone style auxiliary weapons as described by Brother Jim above).
In a sense, one could argue that there should be a minimum cost for the sake of flexibility alone
On a visceral level, I agree, but I would rather prefer to see the cost tied to the actual number of options taken -- a sort of "progressive tax model" if you like. Something along the lines of "1 additional frame = 50% discount to the cost of the additional frame, 2 additional frames = 40% discount to the combined cost of the additional frames, 3 additional frames = 30% discount to the combined cost" maybe.
Time for an update (better late than never, as they say...).
Firstly, I added some information on Brotherhood society. It'll likely expand as well, although not as much the history section, which will soon be getting a timeline of the Brotherhood history. Hopefully.
Secondly, here are the conversion guidelines I used in making the the Brotherhood Force List. I'm going to follow the same guidelines in making the Mishima forces and any further Warzone force I might care to convert (an unlikely situation, but you never know...). While not really important to the end result, I've included them in case someone gets curious as to the choices I've made during the conversion.
Demian Rose wrote:I think that 4 total frames per weapon is a good suggestion, and will likely state it as such, instead of a hard and fast rule
Given the fact that many games tend to end as platforms for competetive gaming (by design as per Wh40k or -- at least apparently -- by accident), IMHO it could well be a hard and fast rule: up to 4 "free" frames per single "counted towards the frame limit" frame is plenty. Even Tech Level + 1 would seem to be enough (although at Level 3 it of course amounts to the same thing). If somebody wanted to make monster combo frames he could as well do it by adopting a house rule.
Minimum cost to add a frame on the other hand seems a little suspect to me as it might direct people towards "points juggling" with combo weapon frames to get the maximum "bang for the buck". Which is non-conductive to making characterful armies.
smokingwreckage wrote:I sort of almost broke a bit of the USS! Do I get a cookie?
I think it was already broken when you got into the room. But I'm sure tea & bisquits are in order all the same.
Demian Rose wrote:I changed the errata on the yahoo group
Isn't the errata available through the main Defiance site yet? IMHO it won't do to direct people to an errata file that requires you to sign on to something...
Demian Rose wrote:you pay quite a premium to have extra round capability if you think about it
It is true that such weapons are not cheap and thus may be of limited interest, but I was rather thinking of the fact that if you for example wanted to convert an army that only has a few different infantry frames but these have numerous weapon options (say, Wh40k Space Marines), then this might be the way you'd want to go.
Not sure if their availability absolutely needs to be limited, but perhaps something fairly lenient (like "up to 1/3 of the weapons frames created, rounding up, may be combo weapon frames") might be in order. At least for competetive games, things tend to get fidly and thus slow down when you start heaping options upon options...
smokingwreckage wrote:The PDF implies (largely by not mentioning anything beyond it) that the limit to a combination weapon is cost of expensive weapon + 1/4 (or 1/2 respectively) cost of a single additional weapon
It didn't occur to me either (until I read the Star Marines list) that you could combine more than 2 weapons in a single frame or that you don't count the frames included therein unless they are also separately available :oops:
The rule as it should be interpreted effectively actually allows you to "overload" infantry/vehicle frames with quite a lot of different weapons as the actual limit of the different weapon frames available to each is actually almost solely dictated by the cost limits of the weapon frame classes (SI, PI or VE weapon). Which does potentially have quite a bit of impact on the army creation, so methinks this is something that should be made more explicit in the FAQ.
Brother Jim wrote:Brotherhood from Warzone
Beat you to that one :wink:
Anyway, as usual, I've been toying with numerous force ideas. In order of "likelihood to come to pass" the latest of these would be:
[*]Mishima, ostensibly HELL cloned from Japanese of the Shogunate era. Models obviously enough would include a lot of Warzone Mishima and maybe some other scifi Japanese style models as well.[*]Small armies based on Cobalt-1 forces of Ar-Men, Palansi & Abhor and Ygraine, simply because Bob Naismith's models are nice but the rules... ah well.[*]Forces based on the militaries of interplanetary "nations" as described in the background fluff for a Finnish hard scifi LARP I wrote some stuff for (sorry, there isn't any info available in English); these obviously enough wouldn't use the Defiance universe as all of the above. I haven't yet charted the models sufficiently to make a list.
Finally, I intend to use a list made for models from the old GW Eldar Harlequin range in the upcoming Defiance expansion Close Quarters Battle, if and when playtesting for that goes ahead.
Doubtlessly an idea appreciated by many, although this sort of "anything goes" universe isn't my thing really.
But (somewhat off-topic :oops:) on this software you are using...
noelvh wrote:I am using a tool called AstroSynthesis from NBOS.com. I am having fun playing with this tool
It sounds interesting and I would really need a tool of this sort at some point. How good is it at making planetary systems with preset requirements (such as "second orbit planet must be within life zone and must have a single moon", to borrow an example from my Brotherhood force project)?
Well well. The publication of Defiance did catch up with my first full Defiance force list project after all. I was planning on giving you the full treatment right from the start (some of you may have seen my Commonwealth army list for VOID that still floats out there on the 'net somewheres and have an idea what I was aiming at), but I think it's maybe better to start churning out fan-made lists in hopes of drumming up some extra interest in D:VG. So, here's essentially all I have at this moment...
The idea for making this, the Brotherhood force list, stemmed originally from the fact that Defiance universe seemed to lack a good old-fashioned theocracy, which is one of the more endearing social concepts in many a space opera. I chose to convert the force from Warzone Brotherhood because there are bound to be quite a few people out there with Warzone models, so it's likelier that people can use their existing models instead of stand-ins. However the fluff is fitted to the parameters of Defiance universe instead of the original Warzone one -- it's not a pure conversion in that sense.
A short intro on Brotherhood history
The Brotherhood Force List
Both files are in PDF format. I intend to add to the former as the time goes by and also present system and world data and some insights into the current (in the context of D:VG) Brotherhood society. Once that work is complete, I hope to present the Mishima mentioned in passing in the above documents as well. I make no promises as to any deadlines, but I hope get something new up roughly once a week.
Well, if I had the model I'd just make it a field artillery piece (i.e. infantry crew served weapon) of the mortary persuasion. In other words, use it like Lobbas in the current Wh40k version. But that's just me of course.
Very colourful effects such as those of the old Shokk Attakk Gun or Hop Splat Field Gun are difficult to implement in another system, especially in a open one where the system has to ensure balance accross the board. People who adore such effects are probably always going to feel that Defiance and other "generic" games are a bit bland.
Demian Rose wrote:I am also open to some augmentation strategies (e.g. wreckage's suggestion that certain troops get a "jump once" ability), but would want these to be carefully thought out and playtested
sw made me recall that one of the augs I'd like to see considered sometime would be some kind of paratroops option. A "jump once" ability would be a step in that direction. But that's entirely of topic here...
Demian Rose wrote:we made sure that conversion to 15mm was both easy and allowed for a bit more of a realistic figure to ground scale
When we were playtesting Stars... errm, Defiance a while ago, we did use the 15mm scale measurements with 28mm miniatures as our table is so small (well below the suggested size). Indeed it worked that way as well.
noelvh wrote:So I have Space Marines, Orks and TAU to start converting to the Defiance rules
You might find it helpfull to take a look at the "archetypal" example force lists created by Demian. I'm sure he can be persuaded to provide you with a link (or give me permission to publish the links to PDFs at my home page). There is a list for Star Marines and Space Thugs. The latter is build to handle Orkish style forces, while the inspiration for the first should be obvious from the name.
My thoughts on the orks are this are they TL3 or are they TL2?
I would make them TL3 but mostly limit their weapon frame options to TL2 compatible stuff as their standard weapons aren't very effective.
And can Tec level 2, and 3 play together?
In tournaments, I believe that's a no. Otherwise, there is no such limitation. A TL2 force might have a hard time taking on a TL3 force tho, but that's as it should be.
cricket wrote:Not sure that will be an issue, since the forum allows you to look at all topics that have started since you last logged in
And a very good feature it is too! Also, it seems to work with this particular board regardless of the computer I log in from. Strangely enough, that's not a given with phpBB...
Which brings to mind that non-logged in posting should be prevented before enterprising trolls find this forum...
Also, I think the option to either "remember me" at login time or not should be available to the visitor.
Other than that, this forum is IMHO a great big step up from having to use a Yahoo group. Thank you mr. Kast!
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