BrikSpace

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: warman45, Rev. Sylvanus

What would you like to see out of Brikspace?

Awesome not-too-complex space combat!
14
30%
Cool space combat with some tactics thrown in there.
21
46%
Make it more like Battefleet Gothic or something (pretty complex, but fun).
10
22%
I just wanna build the ships, man.
1
2%
 
Total votes : 46

Postby Olothontor » Sun Jun 28, 2009 10:07 am

Yeah, but the Railgun and the Warp Drive can pull some crazy tricks ;)

But if you want LOTS of crap, give it LOTS of crap. Give it a normal engine and a ton of normal weapons. Shop to your heart's content.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby kidko » Sun Jun 28, 2009 5:55 pm

I believe the problem we've run into is that Flagships can only use the Warp drive, since the other engines are limited by their maximum class.
Image
User avatar
kidko
Officer
 
Posts: 168
Joined: Sun Jan 06, 2008 4:02 pm
Location: /home/kidko

Postby Olothontor » Sun Jun 28, 2009 6:10 pm

Apparently so. Any suggestions, guys?
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby MasterEcabob » Sun Jun 28, 2009 6:39 pm

MasterEcabob wrote:As for your engine problem, I think the best thing to do would be to change the max ship class and tweak the movement a little bit. I think this would work alright:

Basic Engine: Maximum Ship Class: Flagship. Movement: 2". CP 3
Light Engine: Maximum Ship Class: Dreadnaught. Movement: 5". CP 6
Fast Engine: Maximum Ship Class: Destroyer. Movement: 8". CP 9

That way the costs go up in increments of 3 and flagships aren't forced to spend 11 cp for warp engines if they don't want to. Plus the other ships are actually getting a 2" bonus in speed for 3 extra cp, just like you wanted them to.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."

As if we care. More explosives!
User avatar
MasterEcabob
Jaw-Jaw
 
Posts: 933
Joined: Sun Jan 11, 2009 1:27 pm
Location: Lurking...

Postby Olothontor » Sun Jun 28, 2009 6:43 pm

Yes, but we're discussing the Warp Drive engine...

And yeah, we do still have to edit that in. Thanks for the reminder.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby MasterEcabob » Sun Jun 28, 2009 6:51 pm

And with those rules a flagship could use a basic engine instead of a warp engine, which leaves birdman with 24 cp to spend on weaponry instead of 15.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."

As if we care. More explosives!
User avatar
MasterEcabob
Jaw-Jaw
 
Posts: 933
Joined: Sun Jan 11, 2009 1:27 pm
Location: Lurking...

Postby Olothontor » Sun Jun 28, 2009 7:09 pm

Alright. But with new rules tweaks, a Warp Engine is totally worth the 11 Cp, especially if mobility is a key aspect of your fleet archetype...
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby Olothontor » Mon Jun 29, 2009 10:30 am

Alright, FINALLY got around to updating the Engines and such. Thanks again, Ecabob. About to add in a section about campaigning in BrikSpace, the rules for which will be implemented on the BrikSpace forum battle.

EDIT: Campaign rules now up, or at least partially. of to kidko's place now, will probably continue once at home again.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby MasterEcabob » Mon Jun 29, 2009 3:36 pm

Cool campaign rules, but what happens when you kill a ship that doesn't have a cp limit like a bomber? Also you should make it so that a retreating fleet has a chance of engine failure or something, that would add a lot more risk to the game.

On another note, how about you add tractor beams to the weapons list? They could reduce a ship's movement and agility rating and could be used by interdictors.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."

As if we care. More explosives!
User avatar
MasterEcabob
Jaw-Jaw
 
Posts: 933
Joined: Sun Jan 11, 2009 1:27 pm
Location: Lurking...

Postby kidko » Mon Jun 29, 2009 4:06 pm

After playtesting, Olothontor and I have changed a few things. By a few, I mean seventeen things:
  • Added combined fire
  • Finalized the Carrier class
  • Dropped the Cutter class
  • Added Agility bonuses for ships on opposite sides of debris
  • Dropped Structure rating
  • Added (experimental) campaign scoring rules [already on forums?]
  • Added the seeking ability to Light Missiles
  • Added anti-missile shots
  • Balanced out the weapon damages
  • Dropped Massive Weapons
  • Changed the Frigate/Fighter default engines
  • Extended Missile movement from 6" to 8"
  • Fighters no longer have CP, just get to pick a Small Weapon (to balance with Bombers in the campaign rules for CP gains)
  • Set Light Armor as the ONLY armor Bombers & Fighters could have
  • Finalized the Freighter Class
  • Added rules for re-stocking Missiles
  • Finalized the Missile Barge


The changes will be in the PDF... eventually.
Image
User avatar
kidko
Officer
 
Posts: 168
Joined: Sun Jan 06, 2008 4:02 pm
Location: /home/kidko

Postby MasterEcabob » Mon Jun 29, 2009 4:13 pm

Cool, can we expect a battle report anytime soon?
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."

As if we care. More explosives!
User avatar
MasterEcabob
Jaw-Jaw
 
Posts: 933
Joined: Sun Jan 11, 2009 1:27 pm
Location: Lurking...

Postby kidko » Mon Jun 29, 2009 4:17 pm

Yup. Not from the first battle, but we're doing a second playtest using the revised rules as soon as we get new fleets together.
Image
User avatar
kidko
Officer
 
Posts: 168
Joined: Sun Jan 06, 2008 4:02 pm
Location: /home/kidko

Postby MasterEcabob » Mon Jun 29, 2009 4:24 pm

Great, can't wait to see it.

Also I'm liking the changes you made, especially how you cut the cutter (pun not intended). That thing seemed overpowered from the get go.

The only thing I don't like how missiles can be shot down without an accuracy roll. I mean how do you expect to hit a tiny tiny missile with a f'ing turbolaser?




EDIT: Also, how about this for a new cutter?

Interceptor: A fighter that sacrifices armor for speed. It comes with one weapons system and gets a Fast Engine and has an agility rating of 16.

Basically a fighter that won't get hit often but that will die when it does get hit, which means it doesn't totally outclass the fighter and is actually worse than a fighter in certain situations.

Plus Interceptor sounds way cooler than cutter.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."

As if we care. More explosives!
User avatar
MasterEcabob
Jaw-Jaw
 
Posts: 933
Joined: Sun Jan 11, 2009 1:27 pm
Location: Lurking...

Postby kidko » Mon Jun 29, 2009 7:30 pm

Interceptor does sound better, but what about the Armor? It can't sacrifice something it doesn't have :P Maybe cut it down to 1d3 or something? We can tack it onto the Experimental section.

As for shooting down missiles, it really didn't affect the game all that much. There are usually more threatening things around (ships) so the missiles don't get much attention.
Image
User avatar
kidko
Officer
 
Posts: 168
Joined: Sun Jan 06, 2008 4:02 pm
Location: /home/kidko

Postby Olothontor » Mon Jun 29, 2009 7:34 pm

Plus, as we saw, if you get close enough in (especially bombers), missiles can just hit automatically if the ship is within 8". That's how I destroyed, like, half of kidko's fleet in the second game.

Also note, that all of those new rules will NOT be implemented this game, as fleets are already made and the game is beginning. All rules updated throughout this battle will be implemented at the start of the next game. The only new rules being used for the current forum battle are the campaign rules, implemented NOW. Also the rule on Structure will have to implemented, otherwise it is LITERALLY IMPOSSIBLE to hit anything. Just armor, plus plating and shields, is definitely enough.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

PreviousNext

Return to Bonus Material

Who is online

Users browsing this forum: No registered users and 2 guests