51

(150 replies, posted in Wardogs)

Go0gleplex wrote:

Hey Justin...errr...I just threw this stuff together mainly as a mecha focused game...something fast, furious, and carnage ridden with only enough realism to keep it honest.  There wasn't any intent to push anything aside or any expectations that this would be more than a set of beer and pretzels rules.  :oops:   

I think your Assault Corps is a lot more detailed and at a level or five up from all that this is so by all means...do not drop it.   big_smile

Well, I don't mean to be over defensive.  I can well understand your enthusiasm.

This is how Assault Corps started out...before it even had a name.

I'm always a bit of a realism-nazi, but I still think AC is fast and playable, (mainly through Dan's efforts to reel in my more nitty gritty tendancies.)

What I'm really saying though, is 'Is there any interest for AC?'

If people want a simpler beer and pretzel game, then all the power to everyone involved.  But is AC going to get any support.  So far, no one has got back to me with a single playtest example since the latest update late summer.

I, personally, have played many many dozens of full games, with various people.  But sadly I'm getting little feedback from the MJ12 community, so I can't help but wonder if AC really is worth continuing, aside from my own enjoyment.

Either way, I just wanted to make sure you guys had SEEN the AC system, so that you'd know what its capable of...and maybe save a bit of re-inventing.

smile

Good luck on the game!

JP

52

(150 replies, posted in Wardogs)

Okay, i've got to say it.

Has anyone posting here even looked at Assault Corps lately?

I realize different is different, and there is no monopoly on company-sized armored/ mecha wargaming, but for pete's sake, AC is NEARLY done...after more than 4 years of development.

Please, someone just tell me if there is 0 interest, and i'll put it out of its misery, at least for my part, and move on.

JP

53

(150 replies, posted in Wardogs)

Sagan wrote:

The subject says it all. What are your thoughts.

My thoughts are Assault Corps....

Then again, that could be just force of habit by now.

JP

54

(50 replies, posted in Miniatures)

grendeljd wrote:
Demian Rose wrote:

Okay, I uploaded them to a yahoo photo album.  It should be public.  Let me know if anyone can't access them.

http://pg.photos.yahoo.com/ph/demian101 … ?.dir=c05c

p.s. they're *awesome*!

Indeed, they kick serious but!!! Geez, I shoulda replied to THIS a long time ago! Wow, good mini's made from my character designs! How cool is that?! I cannot wait to get some...

BTW, Demian if you are still out there [haven't heard from you in a while!], did you get my Officer variant sketches?

Josh

OMFG

SWEEET!

JP

55

(17 replies, posted in Game Design)

cricket wrote:

Well, since the main reason I'd want to design a sports game is for the season/"campaign" aspects, it would appear that a consensus is growing.

(VBAM: Football, anyone? smile )

So -- I've got a couple ideas for relatively quick-playing sports games that could serve as the basis for franchise play.

Details soon...

What exaclty constitutes a 'sport'?

I'm not much into the traditional sports or their derivatives...

But I've always had a bit of an interest for 'Combat Biker' as detailed in FASA's Shadowrun RPG. 

smile

JP

56

(19 replies, posted in Defiance)

Demian Rose wrote:

The way that Ross and I do it for the Battlegame we developed is this:

We have a series of 2" wide circles arranged in a pattern, printed onto a clear piece of acetate. Each one is numbered 1-10.

I like this idea quite a bit, but it would be a major pain to overhaul the AOE weapon costs to try and factor in such a change.  Also, I assume it refers to indirect fire only; how did you manage the fact that most direct fire AOE (e.g. rocket launcher) that misses its target often keeps going until it hits something?
-Demian


Yes, it is meant for indirect weaponry.

Direct fire area of effect weapon which misses the target would indeed  keep on going until  it hit something.

In practice, we ignore such things.  At the scale of this 'Battlegame' (1cm=1 m),  and even moreso at D:VG scale (!!)  the chances of it hitting something else relevant, within the bounds of play is considered too small to consider.

Such direct fire AOE weapons are handled exactly like other more mundane direct fire; if you miss your intended target, then that's it, move on to the next action.

We don't feel the need to account for every missed rifle round, right?   Well they certainly have to hit something, or land somewhere too.

  Granted an AOE weapon, by its very nature has a larger field of effect, but even still, in most cases the chances of it hitting a tree or something before it flies off the board  --within range of other soldiers is so flukey that its easier to ignore it.  (unless the target is in close terrain, like a city or forest or somesuch, in which case it'll be immediately apparent where a missed round will impact!)

The only way that this wouldn't be true is if the weapon in question was fired at the ground, say, at the 'feet' of the intednded target.

In which case, the same method could be used as for indirect determination.

Of course, this is all just for the sake of conversation.  I'm not advocating  any change in D:VG.  smile

JP

57

(19 replies, posted in Defiance)

I'm not familiar with how UWZ removes the to-hit procedure.  Could you summarize it for me?

Just to interject,

The way that Ross and I do it for the Battlegame we developed is this:

We have a series of 2" wide circles arranged in a pattern, printed onto a clear piece of acetate.  Each one is numbered 1-10.

You place the acetate over your target however you like so that at least one of the circles is centered over your intended target.

Then you roll 1 ten sided die for every round you have fired.  Each round lands in the center of the numbered circle you rolled for it.  Very quick, very easy, very effective.

If for some reason you want more scatter, (like when a soldier is forced to fire a grenade launcher beyond effective range at a high trajectory) we say 'deviate once', or 'deviate twice'  etc.

Each 'deviate' means that you pick a target circle as normal and roll 1 ten sider.  Then move the entire template sheet so that it is centered on the spot dictated by that circle.

When you have 'deviated' the correct amount, you roll  for the barrage as normal.

This keeps the barrage relatively close, and yet suitably random.

Note that the circles on the template do not necessarily correspond to the AOE of the rounds (Though they may)

For instance the  2" cirlces work fine for our grenade launchers, but for mortar rounds we have an 8" circle.   We use the sheet 2" circles on acetate to determine the landing of the rounds as discussed above, and then center the 8" circle cutout at the center of each location to determine blast radius.

This will allow for some overlap of effects as well.

That's how we do things anyway.

JP

58

(5 replies, posted in Defiance)

Cougar_DK wrote:

Hi guys, I'm right now working me through the Army Creator and the rules. And my first project with them would be some future Terminator action, i.e. the dark visions from the movies with lot of exo-skeletons running around.

Yes, another shameless plug...   

But, I too, have always been interested in the dark future of the Terminator setting.

I have recently done up some unit stats for Human Resistance Army, and Skynet's Forces for use with the Assault Corps playtest pack.

Hopefully you'll want to take a look.  The elements are un-tested as yet...hopefully thats about to change.

Let me know if there is interest, and I'll post.

JP

59

(41 replies, posted in Defiance)

Demian Rose wrote:

It occurs to me that I am dense, and the terror effect of a particularly unnerving weapon (say, an incredibly brutal sniper rifle) could be a After Burst. Duhh! So simple!

I've been considering making a new effector type called "gore".  If a figure was killed using a gore weapon, it would cause an indiv. morale test on all friendly figures within a number of inches equal to the firing weapon's feed rate or # of HTH dice...or maybe a set distance, like 4" or 6"?

I'd go with the set-distance Demian.  The figure's proximity to the gore effect should be the determining factor.

Higher feed rate in and of itself shouldn't be more horrific.  The afore-mentioned sniper weapon being single-shot after all.

Such a weapon would have to be particularly unnerving....after all, there aren't that many warm-and-cuddly ways to die on a battlefield.

Sniper weapons are feared, not so much because of the gore it causes, but the fear that comes with imagining your own head is in somebody's sights, and you can't even see them to fight back.

60

(33 replies, posted in Discussion)

Now, a better question would be, why come to Earth and drink the water BEFORE testing for toxins? smile

It would seem to me, based on the narration of the book (as quoted a few posts above)  that the bacteria that killed the aliens was one that we, as humans, are now completely immune to, so long a we are living and breathing.

The Aliens had no such bacteria where they came from.  If it's something they had never experienced or imagined, it's likely something they couldn't have had the forethought to prepare for.  They couldn't even discern its existence by studying humanity.

Not unlike people dying of the bubonic plague...they had no clue how it spread, and thus had no effective way to protect themselves from it.

I'd be quite worried about the second impending invasion, now that they know better.  (Or perhaps knowing about the bacteria they might figure Earth is not worth the effort.)

But that's just my pondering on the subject now that you mention it.

JP

61

(33 replies, posted in Discussion)

Thranac wrote:

I don't know, personally, the end of the movie felt abrupt to me. I personally feel like the first movie had a much smoother transition between darkest hour and resolution. I also missed the faith angle as well.
What was up with the fog horn noise? With that said, I really liked the rest. The energy beams were perfect.

Jerry

Its been a while, but didn't the book have the aliens communicate via deafening howls from tripod to tripod?  I think that would account for the 'fog horn.'

I always thought the heat ray noise from the older movie sounded a lot like the stuttering of a car ignition that just won't start.   I didn't miss that sound, except for a bit of nostalgia perhaps.

62

(33 replies, posted in Discussion)

spencercl wrote:

I just saw it yesterday and I have one background question. 

Why didn't the martians either die or take over the Earth when they came to put the tripods into the ground?

That's probably my one major problem with the movie.

I'd much prefer the 'martians'-arrive-and-begin-constructing-their machines version.

The pre-emplaced tripods just makes me scratch my head in frustration.

JP

63

(16 replies, posted in Defiance)

agoodall wrote:
Justin Crough wrote:

Defiance cares about each soldier as an individual weapon system.  As such, the game does justice to that with the required detail.  Best played from a platoon commander's point of view.

Thanks, JP! That answers my question.

I may look into Defiance later this year, but it's not what I'm looking for right now.

Actually, what I'm looking for doesn't really exist: a sci-fi game that would allow a company level engagement to be fought in a reasonable amount of time. There are WW2 rule sets that manage this, so it should be feasible. Looks like I'm back to modifying a WW2 set, or writing my own.

Allan,

You might wish to check out Assault Corps.  It is listed towards the bottom of the MJ12 forum, in a working group.

This game is still in the design process, and is inching towards completion.

It may or may not be what you are looking for, but it is geared specifially for platoon, troop and company sized battle.

Individual vehicles are moved and fought on a 1 to 1 ratio, and infantry are moved and fought in squads/sections.


(Demian, I hope this doesn't seem like i'm hijacking interest from your game and steering it toward AC...)

64

(16 replies, posted in Defiance)

agoodall wrote:

I looked at Starslayer about three years ago and while it looked interesting, I didn't care much for the mechanics where you had to roll for each individual figure in a squad.

I'm assuming that this mechanic is in Defiance, so I have a question. How big a game can you play of Defiance in a 3 to 4 hour period? Are you limited to about a platoon per side, or can it actually handle a company per side?

Its a matter of scope and scale.

Defiance cares about each soldier as an individual weapon system.  As such, the game does justice to that with the required detail.  Best played from a platoon commander's point of view.

Company commanders aren't interested in the individual soldiers (in a tactical manner of speaking, not necesarily a humanitarian one).

Thus, company-sized fights ( 4 platoons on average per side) are a bit out of Defiance: VG s  scope.

It is versatile enough to be player-modified to be faster-playing, and to gloss over some of the individual detail I imagine, making use of genre rules etc, but it'd take some work.  Of course, you'd be missing out on what Defiance does best in favour of shoe-horning it into a new role.

JP

65

(5 replies, posted in Defiance)

Cougar_DK wrote:

Hi guys, I'm right now working me through the Army Creator and the rules. And my first project with them would be some future Terminator action, i.e. the dark visions from the movies with lot of exo-skeletons running around.


Sounds like a super-cool idea to me!

Don't forget the human SI, and the light vehicle stats for the pickup trucks with the plasma guns mounted in the back....

heee -haaaaaw!

JP

66

(9 replies, posted in Defiance)

smokingwreckage wrote:

Considering that Defiance is kind of distantly related to Legions of Steel, I'm finding some trouble working throught the Planetstorm Orders of Battle. Anyone else who's thought about these, feel free to chime in.

Conclusion: some of these must go. I'm thinking of erasing the carbines, the stun missile AOE and the CARP missile AOE, the stun grenade, and the stun cone weapon, making the short range rapid fire "plasma projector" into a cone weapon, possibly removing all the pistols


Okay, I realize i'm chiming in late here, but I've been pretty busy, (and will be for a while).

It has occured to me that in order to model the UNE from Planetstorm, you'd have to take the UNE and separate them into a number of distinct 'armies' that work together in the big picture.

Each one would be it's own armylist.

Thus you'd have the UNE Commando 'army':

You'd have the UNE Recce 'army'

You'd have the UNE Powered Infantry 'army'

You'd have the UNE Assault Trooper 'army'

You'd even have the UNE Assault Pioneer/ Combat engineer 'army'

This is not unlike real world armies.   Making one army list couldn't really do justice to the armed forces of one modern nation, let alone the armed forces of the entire planet, you have to sub-divide.

That's just my little bit to the discussion.  wink

What the ramifications are to Demians meticulously crafted point system are beyond my faculties at this moment.

JP