Page 11 of 15
Posted: Tue Jul 14, 2009 9:39 am
by benkim123
Nah it's ok. It's not boring to think about it. It's just complicated.
Posted: Tue Jul 14, 2009 10:02 am
by Olothontor
That's unfortunate. I don't want it to be complex.
Posted: Tue Jul 14, 2009 10:05 am
by benkim123
No only the engine part is complex. I couldn't figure it out. Oh and if you find out a way to solve this, can you pm me the rules, with a link at least.
Posted: Tue Jul 14, 2009 10:06 am
by Olothontor
Alright, will do. Like I said, Halo3000 came up with rules last night on Skype, so I'll get him to post whatever it was here, and let you know.
Posted: Tue Jul 14, 2009 10:07 am
by benkim123
Thank you.
Posted: Tue Jul 14, 2009 10:10 am
by Olothontor
No problem.
Posted: Tue Jul 14, 2009 1:40 pm
by Olothontor
Well... hmm. I'd like to find a way to justify that, actually, instead of removing it.
Posted: Tue Jul 14, 2009 1:41 pm
by Theblackdog
Olothontor wrote:Oh, and as long as we're on movement, what would you guys think of adding in a rule in which your ship can use half of it's move to turn 180 degrees if it has a move of more than 4" (just because turning at the moment is kind of bleh)?
My version of Brikspace has a similar rule, and Battlefleet Gothic has a rule allowing you to double your ship's turning ability (e.g. 45 degrees to 90 degrees) but reduce your weapons' strength in exchange. It's a great idea and I definitely think you should do it.
Posted: Tue Jul 14, 2009 1:43 pm
by Olothontor
Awesome. Thanks for your support and advice. I really appreciate it.
Posted: Tue Jul 14, 2009 2:21 pm
by halo 3000
the main problem with the engines was that frigates started with a 6 in engine. we changed this by making the frigates start with 3 inch engine so they dident move uber fast and were not overpowered.
Posted: Wed Jul 15, 2009 6:02 pm
by Olothontor
DEVELOPMENT UPDATE: About to add in rules for the following things:
- *Railguns
*New Engine rulings
*Mining Utilities
*Shockwave Emitters
*Singularity Guns
Posted: Thu Jul 16, 2009 6:06 am
by Theblackdog
Olothontor wrote:*Singularity Guns
Sweet.
Posted: Thu Jul 16, 2009 7:12 am
by massacre
I have a question about the railgun, does it have bullets that it shoots? are there a limited amount of bullets? Or is it just assumed that the ship has enough railgunbullets for its needs?
I think that there should be a ammo package attached to the railgun that holds a certain amount of bullets (e.g. 50)
Thanks for answering my questions. Please endeavor to answer them quickly as I am about to have a Brikspace battle today and would like to use railguns.
Posted: Thu Jul 16, 2009 8:50 am
by benkim123
Railgun bullets? Blasters in Star Wars have ammo but huge blasters or laser cannons don't have any ammo. I think buying magazines for a railgun sounds stupid.
Posted: Thu Jul 16, 2009 10:12 am
by Olothontor
Ah, but a Railgun is a magnetically powered weapon, so ammunition makes loads of sense.
A little impractical, though, at least rules-wise. Railguns are hindered enough without giving them a certain number of shots. Although it WOULD give another practical use for a Freighter, as it could also carry Munitions Stores and be able to replenish just like it does with Missile Barges. So I suppose that kinda balances out. Go ahead and try it like that, massacre, and let me know how that works. We'll playtest them without ammo and see how that goes. Once we hear from multiple parties, we'll converge to discuss, and change whatever needs changing. They are terribly experimental at this point, but I'd hate to see them removed.