1,476

(105 replies, posted in Game Design)

Just messin' around...

1,477

(105 replies, posted in Game Design)

underling wrote:

In the city hexes, can one of the "houses" have a pool?

Yeah, I'll get right on that. smile

1,478

(105 replies, posted in Game Design)

Sergeant Crunch wrote:

Would the hexes be suitably sized to allow for the use of 6mm miniatures instead of counters if one so desired?

I don't know about using the exact hexes I plan to include with the game -- but there will be rules for using minatures, both with and without hexes.

1,479

(105 replies, posted in Game Design)

Another, more "realistic" take on terrain.

1,480

(105 replies, posted in Game Design)

Maybe these counters will go over better than the terrain... smile

Thanks to Dugan for the silhouettes.

1,481

(105 replies, posted in Game Design)

MadSeason wrote:

With the right unit graphics, that could work.

Speaking of unit graphics... I'm leaning towards using icons for those as well. At most, I'd want silhouettes, keeping with the minimalist approach.

The question is: do I use standard NATO-style iconography? Or come up with something suitably "scifi-ish"?

1,482

(105 replies, posted in Game Design)

MadSeason wrote:

Shockwave

In terms of scale, I'm leaning more towards the OGRE/GEV/Shockwave maps, although the graphics are more "realistic" than I'm looking for.

1,483

(105 replies, posted in Game Design)

MadSeason wrote:

With the right unit graphics, that could work. I *prefer* a little less brightness but I am on board with iconic terrain hexes.

The colors are just examples -- I'm looking for just the right color palette...

I am a little confused by your element/unit distinction but if the maneuver elements (i.e., counters) on the board will be squads and individual vehicles, then I think the terrain should be more "realistic" to allow for LOS that corresponds to terrain rather than hexes. Although, to simplify the game, having whole hex terrain would make LOS easier.

Yeah -- as mentioned elsewhere, I'm in a minimalist phase, which means I'm solidly behind whole-hex terrain.

Game design is never easy, is it, Dan?  lol

Game design  = Not so bad.

Game PRODUCTION = Pain in the ass.

1,484

(105 replies, posted in Game Design)

Sergeant Crunch wrote:

I wouldn't mind that, so long as I wouldn't have to print it.

I would put together a B&W version for DIY printing.

1,485

(105 replies, posted in Game Design)

underling wrote:

You hear a loud rustling sound as all of the prospective playtesters recoil in horror, and then slowly slink away into the dark recesses of their respective basements. Those that don't *have* basements immediately begin digging them.

So you LIKE it, then? big_smile

1,486

(5 replies, posted in Starmada)

VBAM: Starmada is designed for the previous version (Starmada X). I believe there is a conversion document available that "updates" it to Admiralty, and as you reference, a proper VBAM/Admiralty product is under way.

1,487

(105 replies, posted in Game Design)

Something along these lines... ?

1,488

(105 replies, posted in Game Design)

Like I said -- playtest pack coming soon.

Ground/time scale is somewhat indeterminate. "Elements" are infantry squads/individual vehicles; "units" are platoons. Game board is roughly 12 x 18 hexes. Movement is 1 hex/turn for infantry, 2+ for vehicles. Weapon ranges are generally 4-6 hexes, although some might shoot further.

And thanks for the reference material: keep the suggestions coming! smile

1,489

(105 replies, posted in Game Design)

Okay... still a little ways away from a playtest-ready pack. In the meantime, I'm wondering about the graphics...

As mentioned elsewhere, I see this game as a throwback of sorts to the old hex-and-counter games, with a sci-fi feel and updated mechanics. To that end, I'd like to keep some of the "feel" of those old games, but provide a modern spin.

For example, terrain. I think it'd be wicked cool to move away from realistic graphics (like actual satellite photos of forests, hills, etc.) and instead go with more stylized patterns. But I'm a bit stuck for examples to use as inspiration.

Ideas are welcome.

1,490

(1 replies, posted in News)

They just passed $100,000 in donations over at RPGNow...

1,491

(7 replies, posted in Starmada)

I much prefer somewhat larger hexes... the "board" I used to use (the infamous "cat hair" felt mat) has 2" hexes.

1,492

(11 replies, posted in Starmada)

Probably hijacking the thread, but hey -- it's my forum, right? smile

Speaking of Legos, I found these the other day and thought they were WICKED COOL!

http://boardgamegeek.com/thread/480216/lego-miniatures

1,493

(9 replies, posted in Starmada)

OldnGrey wrote:

OK thanks, just thought I'd ask.

What you really seem to be looking for is a fighter flight that attacks starships at bonus and other fighters at a penalty; sort of a watered-down version of "bomber".

I don't know what you'd call it, but I could see designating a flight that gets +1 to-hit vs. ships but -1 to-hit vs. fighters. I'd give it a multiplier of x1.2 at least to test it out.

1,494

(9 replies, posted in Starmada)

OldnGrey wrote:

If attacked by enemy fighters bombers only hit on a 6.
Fighters attacking bombers add 1 to hit die.

One of the guiding principles of SAE is that each trait does ONE thing. So, "bomber" means a flight can only attack starships. As was pointed out above, the dual-mode rule gives you the option of modeling WW2-type "bombers".

1,495

(54 replies, posted in The Sovereign Stars)

Erik M wrote:

Daniel, don't stop. But we got to get more input on what you think you want.

On the contrary, I need more input on what YOU want... I need someone other than Peter to test the game and tell me what works and what doesn't. I have every intention on expanding the game, but I'm not going to start adding stuff to a core that is broken...

1,496

(11 replies, posted in Starmada)

themattcurtis wrote:

Dan had "Janes" style weapons write ups I did for each system -- I doubt they're still in existence.

Yup, I still have them. See attached.

1,497

(1 replies, posted in News)

RPGNow.com is making an offer: donate $5 or $10 via their web site to the Doctors Without Borders Haiti relief effort, and they will match your donation.

http://www.rpgnow.com/product_info.php?products_id=77966&SRC=haiti
http://www.rpgnow.com/product_info.php?products_id=77967&SRC=haiti

1,498

(10 replies, posted in Starmada)

Blacklancer99 wrote:

Agreed. The intent was to use searchlights as "Active Sensors" with all that entails.

And the "sensor mode" rules don't work for you?

1,499

(12 replies, posted in Discussion)

http://mj12games.com/forum/viewtopic.php?f=22&t=1862

1,500

(14 replies, posted in News)

MadSeason wrote:
Enpeze wrote:

Can you tell us a little bit more about quantum legion?  smile

Yes, please.  8-)

Yes, I can. wink