Re: Command trait

murtalianconfederacy wrote:

You could link it to the number of Command levels across the fleet by saying X ships get a +1 to all attack modifiers, to make having additional command units more useful than just redundancy...

Not sure I'm following...

What I'm suggesting is that in order to have a fleet of 1000 points "in command", you have to have (for example) 2 levels of command. If you don't have that, your fleet does not get the +1 modifier. It's an all or nothing thing.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Command trait

What would I use Command for?
1 point per command choice (ticked off as used) to use for:-
1) Add 1 to an initiative roll. "Having the Captain aboard could save our lives""We come in peace, Shoot to kill - FIRST!"
or
2) Add 1 to a turns available thrust. "I need more speed mr Scott"
or
3) Add 1 to a repair dice throw. "Get those systems back up Mr O'Brien"
Besides I do have a nice icon

Wow this actually sounds like a super fun way to do command. You could also have one-shot actions like repositioning a ship x hexes or one attack where 6s explode.

Re: Command trait

cricket wrote:
murtalianconfederacy wrote:

You could link it to the number of Command levels across the fleet by saying X ships get a +1 to all attack modifiers, to make having additional command units more useful than just redundancy...

Not sure I'm following...

What I'm suggesting is that in order to have a fleet of 1000 points "in command", you have to have (for example) 2 levels of command. If you don't have that, your fleet does not get the +1 modifier. It's an all or nothing thing.

Ah, right, I was thinking you meant that a fleet with command would get +1 to attack rolls regardless of how many command levels there were, the additional ones only providing redundancy, and my suggestion was to limit it to a number of ships, so if you had fourteen ships and 'only' eight command levels, eight ships would have a +1, but the ninth through fourteenth wouldn't. Yours works better...:)

Re: Command trait

A Command ability could be made to work, but I'd be fairly careful about how it's implemented.
Anything that effects combat or the sequencing of combat can be potentially huge (especially in the sequential movement game).

When I think of command, it's more along the lines of being able to react to opposing ship movement with friendly ship movement, or being able to place ships in a more advantageous position.

I'd start with having command affect the sequencing of movement in a sequential movement game, or being able to plot movement for one or more ships after opposing ships have moved in a simultaneous movement game.

Kevin

Re: Command trait

I didn't even contemplate something other than an initiative bonus being in the works for command.

Here is my crazy suggestion (which builds upon a lot of what is here):

-Command is a resource.  You get a number of command points equal to the highest command in the force at the start of the turn - lesser commands don't add to it but are redundant incase the "command ship" gets destroyed

-Command points can be spent i a number of ways:
1) Bonus to hit - either make an enemy ship +1 to be hit by everyone (think Admiral Ackbar), or give rerolls to a weapon battery on a ship or +1 to hit or something.
2) Bonus to thrust - give a ship +1 thrust for the turn
3) Bonus to defense - make a ship -1 to be hit (or boost shields etc)
4) More stuff I can't think of

-A ship can only receive one command point per turn


I realize it might be hard to price that, but having "resources" in games is really fun and tactically challenging - not sure if any of you ever played Warmachine but focus is where its at!

-Tim

Re: Command trait

Marauder wrote:

I didn't even contemplate something other than an initiative bonus being in the works for command.

That's how we playtested it, and it worked fine.
But we always played a sequential activation game.
We'd have to find a different use for it in a plotted move game, which is what Dan's trying to avoid.

Marauder wrote:

I realize it might be hard to price that, but having "resources" in games is really fun and tactically challenging - not sure if any of you ever played Warmachine but focus is where its at!
-Tim

Fear Menoth.  smile

Re: Command trait

Marauder wrote:

...............

-Command is a resource.  You get a number of command points equal to the highest command in the force at the start of the turn - lesser commands don't add to it but are redundant incase the "command ship" gets destroyed

...................

-Tim

I like this general idea.  It would work along side any of the other options (any movement type etc).  It also adds more tactics which I'm always looking for. 

The exact details are up to Dan of course but I think this is the best idea for command so far.  Think of it as an expendable weapon in a way with an effect other than damage.  You could even add a range if it make working out the points easier?

Re: Command trait

I have to concur withdidimus. More tactical options are usually a good idea.

Re: Command trait

I'm open to playtest reports if people want to start trying this idea out...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Command trait

cricket wrote:

I'm open to playtest reports if people want to start trying this idea out...

Can you consolidate something from our ideas and put a point value on it? 

Oh, and make sure to include my favourite Admiral Ackbar quote:

"We've got to give those fighters more time, concentrate all fire on that Super Star Destroyer"

http://www.squidoo.com/admiral-ackbar

Re: Command trait

See what I can do.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Command trait

Do or do not. There is no try.

Yoda :mrgreen:

Re: Command trait

Heh...

<IMG src="http://2.bp.blogspot.com/_OQlyJAWyXuY/TTh9CHm-IuI/AAAAAAAAAHQ/f9vQ44MCn1Y/s640/do+or+do+not+quote.jpg">http://2.bp.blogspot.com/_OQlyJAWyXuY/TTh9CHm-IuI/AAAAAAAAAHQ/f9vQ44MCn1Y/s640/do+or+do+not+quote.jpg</IMG>

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Command trait

http://www.youtube.com/watch?v=q3hn6fFTxeo
So, Dumbledore (what a stoopid name, and why not Dumber Door?) defies Master Yoda over Copyright... Who will win?
The answer, during the next season of "Star Wreck, where no actor has gone before!"

Marc

Re: Command trait

Erm, that's Gandalf  wink

Re: Command trait

Whatever.

<IMG src="http://28.media.tumblr.com/tumblr_ldj855hXN21qb87k7o1_500.jpg">http://28.media.tumblr.com/tumblr_ldj855hXN21qb87k7o1_500.jpg</IMG>

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Command trait

Did i miss the irony the first time?  :oops:

Is this one of those weird Internet virals. My wife shows me this stuff on Pinterest all the time. Don't always get that they are supposed to be wrong  :?

Re: Command trait

cricket wrote:

Whatever.

Who's that guy quoting like Mr Spock?

Marc

Re: Command trait

madpax wrote:
cricket wrote:

Whatever.

Who's that guy quoting like Mr Spock?

Marc

Not Han Solo that's for sure.

Paul

Re: Command trait

I'm not sure if you are doing it on purpose anymore   :?

It's the guy from Firefly/Serenity.

Re: Command trait

Never heard of Nathan Fillion.  big_smile

Marc

Re: Command trait

Never heard of Nathan F., Zoe, Jayne, or Browncoats.; thats Castle, a mystery writer I think.  I I saw him on the T.V. Box thingy.

Re: Command trait

I knew that, did not want to spoil it for anyone else smile

There is a Halloween episode of castle where he wears his outfit from Firefly.
I like those little touches in some episodes.
Anyone remember Andromeda when Hunt opens a panel in his quarters and there is a sword and blonde wig?

Paul

Re: Command trait

Anyway, getting back to the topic (sorry -- my bad smile) -- I'm planning to add one alternate use for scouts to the release rulebook:

If a fleet contains at least one scout for every 500 points (or fraction thereof), it may treat opposing ECM ratings as one less than their actual values, to a minimum of zero. A scout being used to counter an enemy escort ship cannot be counted towards this requirement.

Note that this requirement remains constant even as a fleet takes damage -- thus, if a fleet begins the game with 1200 points, it must maintain at least three scouts in order to use this ability, even if it has lost a number of ships due to enemy fire.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Command trait

cricket wrote:

Anyway, getting back to the topic (sorry -- my bad smile) -- I'm planning to add one alternate use for scouts to the release rulebook:
If a fleet contains at least one scout for every 500 points (or fraction thereof), it may treat opposing ECM ratings as one less than their actual values, to a minimum of zero. A scout being used to counter an enemy escort ship cannot be counted towards this requirement.
Note that this requirement remains constant even as a fleet takes damage -- thus, if a fleet begins the game with 1200 points, it must maintain at least three scouts in order to use this ability, even if it has lost a number of ships due to enemy fire.

So one scout ship lowers the ECM ratings of every opposing ship, subject to the above restrictions?