Or pick up Squadron Strike, which also has a built in campaign engine...
Didn't we create a separate section of the forum for this sort of thing?
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Or pick up Squadron Strike, which also has a built in campaign engine...
Didn't we create a separate section of the forum for this sort of thing?
I know this forum is angled more towards Americans, which is why its so refreshing sometimes to find a fellow Brit on these forums. And I must say, I thought it pretty obvious I was British. The fact that I said as much a couple of times here, for example...:D
I don't think your nationality has been much of a secret around here... Nor do I think this forum is as American-centered as it might seem at first blush. We've got people from all over lurking in the dark corners...
And regarding "color/colour" -- the British spelling may predate the American, but since you carried the "u" over from French, I'll stick with our spelling.
You gotta understand, most Americans tend to forget that the rest of the world is on a different schedule in relation to elections, and EVERYONE that speaks english on an english-speaking forum tends to loose track of the fact that we're all not on the same continent.
Huh.
I guess I'm weird, then, because I don't fit your definition of "most Americans" -- nor "EVERYONE", for that matter.
Is MJ12 ever going to look at a micro armor game?
Yes.
Potentially silly question...
Why not just use Starmada, and build your campaign system around it?
Every argument you make about d6s applies to d12s, with the added benefit of being able to go to a 3:1 split. and less granularity.
And 12 siders are thematic with your company name. What die could possibly be more majestic than the 12?
I did say my reasons were "non-technical".
I could also say they were "completely subjective".
In regards to Starmada, at least, there is the additional consideration of ten-plus years of inertia...
Do you need playtesters for this?
I will once it's at a point where I can share...
Defunct?
No.
But I have some conflicting thoughts on its future path...
Those things are so durned CUTE.
I am never really opposed to a 2nd Ed if it adds to the game, even if the new edition is more of a errata and format cleanup. But I do think that supplements containing ship data and/or scenerio/order of battle information would be nice.
Whether supplements pay or not is another thing :shock:
Let's be honest -- none of this is actually going to "pay", in the sense that I can quit my day job and do this 24/7...
Regarding GF2, I would say it's about 80% done (Kevin's waiting for me to get off my ass and finish the weapons data so he can churn out the ship data). And I doubt anyone's going to be disappointed with the improvements...
Well, Sovereign Stars is out though...
I wouldn't say that....
I'd be interested in Dan's opinion on this. I've not found much differences between d6s and d10s when using the die rolls for straight comparison.
My reasons for preferring the d6 are decidedly non-technical:
1) They are more aesthetically pleasing to my eyes.
2) Most players have an excess of d6s... not so with d10s, d12s, etc.
3) Six-siders lend themselves to nicely-distributed results: for example, you can have a 1/1 split, a 2/1 split, or a 3/2/1 split. On a ten-sider, you can do 1/1 and 3/2, but then you jump to 4/1. About the only thing the ten-sider can do that a six-sider can't is 4/3/2/1, but that's not as useful, IMHO.
On the other hand, there is more granularity with a ten-sider (but not as much as you might think), and 10% increments are easier to work with than 16%.
But six-siders rule.
Did you?
(Assuming, of course, you are eligible to do so. )
I don't care who you vote for -- okay, yes I do, but we don't need to talk about it here -- but make sure you vote.
Do I read the rules correctly that if a fighter or seeker is launched during the game it will be able to attack/strike its target without the target ever having the opportunity to fire on it (provided it is within 10 hexes or whatever movement rate is assigned)? Somehow that doesn't seem right.
You do read the rules correctly.
However, as flights are launched in the End Phase, there is the opportunity for ships to move away before the subsequent Fighter Phase. Also, enemy fighters/seekers have the opportunity to intercept the newly-launched flight.
Theoretically, you could house rule it so that flights are launched during the Fighter Phase (but don't move until the next turn), giving ships at least one opportunity to fire at them. But I'm not sure such an adjustment is necessary.
Loved the movie myself -- including the "I am Iron Man" line at the very end. I'm not sure why that would be classified as "bad"... Am I missing something in the comic book continuity?
However, the thing I'm getting annoyed with is the "polar opposites" approach to the bad guys: i.e. Iron Man fights Iron Monger, Hulk battles Abomination.
One point I must disagree about is this: although both Iron Man and The Hulk were very good, neither is the "best comic book film of all time"... not even the past six months.
That honor goes to "The Dark Knight".
Actually, they do -- everything from Dreadnoughts can be used in any setting.
I have recently purchased Starmada: AE and am absolutely enthralled with the system and particularly the ship construction system, which basically, when embodied in the form of those ship builder spreadsheets, an addictive and destructive force in my life :wink:
Glad to have you around!
Having said that, I have a specific question.
Can anyone suggest an informal mechanism/cost formula for allowing 'fighters' to have increased range on their attacks?
I could suggest such a thing...
But then I'd regret it almost immediately.
Fighters are VERY fragile things -- they work as is, but mess with the wrong bit and they'll fall apart (from a game-balance perspective). Right now, one of the simplest ways to counteract your opponent's fighters is to have some of your own.
But, if you allow fighters to conduct "stand-off" attacks, without needing to come within range of opposing fighters, that could be a huge problem.
Something from Starmada: Dreadnoughts might solve your problem: the "Flotilla" rules...
The traits in question are BOMBER and INTERCEPTOR.
Where were they introduced? I cannot find them anywhere...
They are from Starmada: Dreadnoughts.
I would agree with you, wish MJ12 would try thier hand at a fantasy rpg.
See... THIS is why some projects never get finished. Y'all get me pointed in a different direction...
You forgot to add For the Masses 2e and "For the Macedonians"
If progress on these games (or lack thereof) had anything to do with me, then I might have added them to the poll...
Okay, so the Summer was a bit more busy than I'd anticipated, and the Fall is starting out somewhat hectic, but I'm assuming I'll have more time in the near future to get back to what is really important -- GAME DESIGN!
We have several projects that are in various states of completion. Therefore, I'm putting up this poll to see what people think we should focus on.
Vote early, vote often!
So far in the baseball playoffs, I'm 3-11.
Make that 3-12.
Just a thought, save a lot of headaches.
Just go out and buy heroclix!
That would require that we spend money on games NOT put out by MJ12. And I believe such an act is a misdemeanor punishable by 30 days in the brig, listening to Jim on his ukelele...
It's ice-breaker time! What don't we know about you? I'll start...
You all know I like baseball and math and hexes.
But did you know that I was a music major in college?
Freakin' Cubs
Well, there's always next year.
And the 99 after that...
But I can't really say much -- my White Stockings didn't exactly do the city proud, either.
Note to all sports fans out there: I'm now accepting cash money in exchange for NOT rooting for your team. So far in the baseball playoffs, I'm 3-11.
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