Brikspace -- TBD edition

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Brikspace -- TBD edition

Postby Theblackdog » Mon Mar 31, 2014 4:32 pm

So I've finally decided to publish my Brikspace rules for public ridicule/C&C. The intent behind these rules is to provide a more in-depth ruleset to use with small fleets of 3-10 microscale spacecraft (not counting fighter squadrons), as opposed to the hundreds-of-ships LDD fleets Epik Space was designed to handle. The ruleset features frictionless movement and customizable ships with a wide range of weapons and special abilities. I've put the Google doc here. Example games with earlier versions of the rules can be found here, here, here, here and here.

Thoughts on the rules as they stand:
The biggest problem, and one that's hard to resolve, is that battles typically become jousts with both teams flying towards each other, trying to reach the optimal range. This results in an interesting opening as both sides jockey for position, and a not-very-interesting endgame as one side or the other reaches its optimal range and is content to stay there, or both sides reach optimal range and have no reason to move.
Last edited by Theblackdog on Wed Aug 27, 2014 2:43 pm, edited 2 times in total.
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Re: Brikspace -- TBD edition

Postby stubby » Mon Mar 31, 2014 10:54 pm

A lot of games in this genre solve the problem by making ships hard to target from the front, easy to target on the broadside, leading players to try and trick each other into exposing their flanks.
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Re: Brikspace -- TBD edition

Postby Theblackdog » Tue Apr 01, 2014 9:26 am

Hmm. It could work, but in this game ships can rotate by up to 180 degrees each turn, so it would be hard to sneak up on an enemy's flanks. What might work better is an accuracy bonus to attacks made against ships traveling directly towards or away from you -- this would encourage the different sides to 'spiral in' instead of charging directly towards one another. Battlefleet Gothic has something like this IIRC.
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Re: Brikspace -- TBD edition

Postby stubby » Tue Apr 01, 2014 12:59 pm

Theblackdog wrote:Hmm. It could work, but in this game ships can rotate by up to 180 degrees each turn, so it would be hard to sneak up on an enemy's flanks.

Not at all. This is where coordination and positional advantage come into play - if you can cover a target from more than one angle, there's no direction it can turn that doesn't leave a flank exposed.
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Re: Brikspace -- TBD edition

Postby Theblackdog » Tue Apr 01, 2014 4:05 pm

When I get home I'll playtest it both ways, see what works best.
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Re: Brikspace -- TBD edition

Postby Theblackdog » Tue Aug 26, 2014 10:22 pm

Updated the rules in preparation for Dominion's Call: Vanderheim.

CHANGES:
You can now fire all weapons while using special abilities. Special abilities are limited by cooldown times.
Ammo restrictions for missile and torpedo launchers have been removed. Torpedoes now have thrust for only one turn, after which they coast.
Guns have been tweaked, usually to increase range.
A new weapon category, 'superweapons' has been added for large, fixed-forward guns. Superweapons generally do very high damage and have special effects.
Some new special abilities have been added.
The 'target painter' ability has been tweaked. It now allows you to re-roll accuracy for gun attacks and gives missiles a chance to hit even if their targets have moved outside their cone of fire.

Not everything that will be in Vanderheim appears here - AT fields, for instance, aren't there because I don't envision them being a part of 'normal' gameplay just yet.
Last edited by Theblackdog on Wed Aug 27, 2014 2:53 pm, edited 2 times in total.
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Re: Brikspace -- TBD edition

Postby Falk » Wed Aug 27, 2014 5:16 am

So is O:DC getting spit up between different forum members?
BrikWars 2010 Rules wrote:BrikWars ... stands in pretty direct opposition to many fundamental elements of the LEGO® philosophy, such as "Not Teaching Kids How Funny It Is to Set People on Fire."

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Re: Brikspace -- TBD edition

Postby Colette » Wed Aug 27, 2014 11:25 pm

Falk wrote:So is O:DC getting spit up between different forum members?

Yep.
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Re: Brikspace -- TBD edition

Postby Battlegrinder » Thu Aug 28, 2014 1:49 pm

This looks awesome for the most part (especially the section on maneuvering in space), but I do have a few comments.

6. It isn't clear in the rulebook if the WS limit is for how many weapons a ship can have, or how many it can fire on a given turn.

7. This is more of a nitpick, but the I think the Armor stat could stand to be renamed as the Defense stat, since many factions use shields rather than actual armor to protect their ships.

8. There's no Destroyer or Scout class, which seems like a fairly major oversight.

9. Likewise, It'd be nice to have some separate stats for super-capitals, maybe by splitting the current "mothership" class into two classes. One would be more in line with the Dreadnought style super-capital many players use, and the other might be more of a super-carrier (ideally, with the launch bay special ability tossed in for free).


I also have a few quesstions about the custom weapons I'll be using for the Frangerian Navy.

6. My plan for the Rift Cannon (think of it as a weaponized Gate spell) is to give it a chance to bypass it's target's armor/shielding. The current plan is to have an extra roll after it scores a successful hit. On a 6, the target's armor is bypasses, and on a 1 (or a 1 and 2), something goes wrong and the cannon deals no damage. Does this sounds balanced/fair?

7. The superweapon would work on a similar principle, but with 2 firing modes. Mode 1 would operate like the Spinal Mass Driver, and mode 2 would take the summoning aspect of the Gate spell and reverse it, effectively banishing the target into another dimension. My current ideas for balancing mode 2 is to have it take longer to charge up and to give the target a chance to resist (like rolling an opposed roll on a heroic feat). If anyone else has suggestions for this, I'd appreciate it.
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