BrikSpace Second Edition

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

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dilanski
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Post by dilanski » Tue Jul 06, 2010 1:05 pm

Olothontor wrote:Isn't that how it goes?

Obviously I failed to do my homework. That progression makes sense in my mind, though.
From what I know

Frigate
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Destroyer
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Cruiser
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Battleship
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Ok the Yamato is a BFBattleship.
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Post by Sloopofwar » Tue Jul 06, 2010 1:06 pm

What I'm looking forward to is better rules for shielding and armor. The old version was a pain in the neck.

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Post by Warhead » Tue Jul 06, 2010 1:09 pm

WARNING BIG PICS SO LINKS ONLY

No worries, hardly anyone uses Cruisers in the modern navy so getting these few examples was a hassle, thank goodness the Russian's are backward and stuck in their ways.

http://img522.imageshack.us/f/navyeastern.gif/

There are a few examples of Light Cruisers or CL, they are almost the same size as some of the bigger Destroyers. (If you recall Stubby put it to rest that some ships were bigger than their class due to new designs and job required).

http://img8.imageshack.us/f/silhouette1.gif/

A more futuristic attempt that may be more helpful.
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Post by Lt. Krus » Tue Jul 06, 2010 1:10 pm

Ok, I'm new to brikspace so what are the sizes for a small, med., large lasers? I know small are those lever things, but could I get some clairification?

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Post by Olothontor » Tue Jul 06, 2010 1:10 pm

Sloop: Check out the link. The armor system is up there as of five minutes ago.

Thanks for clearing this up, dilanski and Warhead.

Krus: It's up to you. I actually tend NOT to show weaponry on my ships unless it's really big. Notice how there are no rules on actually showing these parts on your ships. You can or you can not, I leave it to player choice in this case.

EDIT: Fixed some ship size issues. Added engines and such.

I guess I should change "Capital Ship" to "Battleship", since technically everything that isn't strike craft size is a capital ship. At least, if I'm understanding the term correctly. I needed something to replace Flagship, since Flagship is no longer a chassis, simply an upgrade.
Last edited by Olothontor on Tue Jul 06, 2010 1:21 pm, edited 1 time in total.
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Post by Lt. Krus » Tue Jul 06, 2010 1:19 pm

K, thanks!

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Post by Olothontor » Tue Jul 06, 2010 1:36 pm

First Public Quandry:

Integrity Points.

My current plan is to keep the current piece off system (so, a ship's Integrity Points are equal to the number of parts equipped on it, and a successful hit knocks off a point, and any part of the defender's choice). However, there are other ways I could do this.

So here's where I ask you guys: do you like that idea? Do you have any ideas of your own? Is there something you've tried in the old system that you think would work better? Don't be afraid to speak up, I'd love to have a variety of ideas to test out and implement.
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Post by dilanski » Tue Jul 06, 2010 1:48 pm

I like normal HP systems, but a table like the old brikwars ones, where whenever you take damage theres an extra effect may work.
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Post by Olothontor » Tue Jul 06, 2010 1:52 pm

So, a normal HP system with an effect table?

Random effects, or more like a progression (after losing [some amount of HP], [some amount of systems] go offline, where HP are directly proportionate to system failures)?
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Post by dilanski » Tue Jul 06, 2010 2:22 pm

Olothontor wrote:So, a normal HP system with an effect table?

Random effects, or more like a progression (after losing [some amount of HP], [some amount of systems] go offline, where HP are directly proportionate to system failures)?
A mixture of the two, the table may be affected by how much damage you take and current damage.
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Post by Sloopofwar » Tue Jul 06, 2010 2:54 pm

I say each class has a base amount of integrity points and once you knock the integrity points below the amount of systems the ship has, the opponent has to ditch a system. You could also choose to target systems at a detriment to accuracy.

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Post by Olothontor » Tue Jul 06, 2010 3:00 pm

dilanski: I gotcha.

Sloop: Not a bad idea, I especially like the last part. So, you have to reduce Integrity Points to zero, and then each successful hit knocks off a part?

I guess that would elongate combat a bit, though. That could be a good or a bad thing, I guess it depends.

EDIT: Besides IP, I've updated the engine and armor system. I suggest you guys check it out. Also weapons underwent a few minor edits and additions. Something else I'm trying to patch up from First Edition: everything should will be done using d6s. I'm trying to make this as accessible as possible, and I know not everyone has access to d8s or d10s, etc.

Also feel perfectly free to comment on anything and everything. You guys afterall are the players, and player input is important to me.
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Post by dilanski » Tue Jul 06, 2010 4:58 pm

Olothontor wrote:Something else I'm trying to patch up from First Edition: everything should will be done using d6s. I'm trying to make this as accessible as possible, and I know not everyone has access to d8s or d10s, etc.
You may want to add 'alternatives' like in the 2005 brikwars rules,e.g an officer can be 1d8 or 1d6+2. It'd remove some of the math from the game.
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Post by Olothontor » Tue Jul 06, 2010 5:08 pm

But 1d8 is totally different than 1d6+2.

1d6+2 has a range of 3-8, whereas 1d8 has a range of 1-8.

BIIIIIG difference.
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Post by Sloopofwar » Tue Jul 06, 2010 5:10 pm

Not to be nit picky, but shouldn't Mark IIII engines be Mark IV Engines?

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