BrikSpace Second Edition

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

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Postby Olothontor » Tue Jul 06, 2010 5:11 pm

If it makes you happy, haha. I totally missed that.

EDIT: Done.
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Postby Ross_Varn » Tue Jul 06, 2010 7:20 pm

Aw man, you didn't even get a chance to use my QuickSpace ruleset. Oloth... :(

This one looks pretty cool though.
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Postby Olothontor » Tue Jul 06, 2010 7:52 pm

Well, try me. Rework it and resend it once I'm done.

EDIT: Began adding Supplementary engine upgrades. Made minor edits overall (fixed a few grammatical mistakes).

Here's the link again for all of you lazy punks.
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Postby dilanski » Wed Jul 07, 2010 1:09 am

I noticed you haven't got mines done yet but when you do, you may want to consider cloaked replicating mines from DS9, also organic ship rules would be nice.
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Postby Olothontor » Wed Jul 07, 2010 6:57 am

dilanski wrote:I noticed you haven't got mines done yet but when you do, you may want to consider cloaked replicating mines from DS9, also organic ship rules would be nice.


Why? You can easily do an organic ship now, just change the names of things. There's no need to make things unnecessarily complicated by adding in rules for very specific circumstances.

Also, it seems like everyone thinks I'm almost done with these rules, and I'm really not. I've got a whole truckload of work left to do on this, not even including playtesting, which will probably require me to change a bunch of things. Don't get too eager, now.
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Postby Ross_Varn » Wed Jul 07, 2010 8:32 am

Well, just tell us when you think it's good for testing, and I'm pretty sure some people will jump on it.

I'm going to go back and revise my ruleset now.
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Postby The Shadowscythe » Wed Jul 07, 2010 11:50 am

Olonthor, you have no idea how long I've been looking forward to this - I know you're barel scratching the surface, but I can't help but notice something with the weapons.

You've included small/medium/large of the weapon types, damages and the likes - but no weapon ranges, are they being dumped for this ed? or have you not gotten around to them yet. Either way is cool doodski.

On top of this - will we get to see any "Extra Large" Of these weapon types? Built for Battleships only?

With Armour, has the +1 bonus been dropped? as I can't see it in there.

. . . And along these lines, have you put any thought's into my expanded missile/easier missile system ideas? Or the fleet equipment/networking stuff? (If you remember my thread about it).

And how are Carriers going to fit into this re-worked system?

Questions over and done with - I love how you've added "Pivots" into ship movement, and I'm looking forward to see how you're going to fit that idea in with turreted weapons and the like.

All in all, I'm really hyped about this, expect me to be riding your ass until this beast is finished . . . in a good way! :D
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Postby Lt. Krus » Wed Jul 07, 2010 1:13 pm

Hey, can you convert the minifig rules for auto fire into this?
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Postby Olothontor » Wed Jul 07, 2010 2:36 pm

Wow. Suddenly, questions.

Alright, well, let's see.

1). There were no weapon ranges to begin with, for the most part. Since it was space and futuristic, I was taking a leap of faith and presuming that weapons will be able to fire across unparalleled distances, and therefore limiting them with range seemed pointless (this in turn made movement and engine purchase pointless, which is how I came up with the pivot system). No weapons will have a maximum range limit, however some weapons will work better under (or over) certain ranges.

2). Extra Large or Massive weapons are on my list of things, but I may or may not actually end up implementing them. I'd like to test out the weapons that are there already before I delve into other areas of weaponry, just to make sure the system I used WORKS for the most part.

3). The "+1 Bonus"? If you mean Plating from the old rules, I haven't put it in there yet. Be patient with me, haha.

4). I'll need to go review those, but I'm pretty sure some of your theories will make it into the rulebook, since I recall you having some good ones.

5). Carrier capacity and other things like that (missile barges, for example) will be included under the Equipment category of Upgrades. There willl be certain ship "archetypes" that you can purchase and gain certain special bonuses if the ship meets requirements (so a missile barge would require a minimum of [some number] of missiles, etc).

6). Feel free to ride m- erm. Just... make sure I get it done.

As for your question, Krus, it's a possibility. I'll need to do a bit more research and crunch a few numbers before I can confirm that, though.
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Postby Olothontor » Wed Jul 07, 2010 7:31 pm

EDIT: Began adding some epic ship upgrades that cost Fleet Points instead of Cp. Need to remember once I'm finished to go back and add Fleet Point values to all of the ship chassis. Also going to go through at some point and highlight all of the rules that I haven't explained within the rules yet, so that I'll remember to do so.

EDIT II: Wow, this is actually a new post. I feel like a smooth little bastard.
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Postby dilanski » Thu Jul 08, 2010 1:15 am

Olothontor wrote:
dilanski wrote:I noticed you haven't got mines done yet but when you do, you may want to consider cloaked replicating mines from DS9, also organic ship rules would be nice.


Why? You can easily do an organic ship now, just change the names of things. There's no need to make things unnecessarily complicated by adding in rules for very specific circumstances.


I was thinking that people may want fleets of organic ships, seeing as a few sci-fi bad guys and even good guys have them, specifically organic ships tend to have hull regeneration. If you add this as an optional rule, limit it to one paragraph and set it out as just a way to alter the current ship chassis, it should not complicate things.

You said about flagships earlier, will there be a commander system?

Finally, where does it say how big a ship is?
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Postby Olothontor » Thu Jul 08, 2010 8:49 am

1). I suppose a regenerative hull upgrade could be worked in. I just don't see why it has to be specifically organic, since a regenerating hull could also be a simple nanite system. I get the impression that the majority of players will want normal ships with regeneration, so I think I'll add in a general rule, and you can define it however you want to.

2). Maybe.

3). They are not listed yet.

EDIT: Now, there are four classes available for purchase.
    * Flagship/CIC
    * Missile Barge
    * Carrier
    * Lancer/Gunship
    * Shieldship

Here's something I think you guys will be good at: I need some generic ship archetypes within a fleet. Things like a shield ship (actually, I'll go ahead and add that one). Go wild, but try not to be TOO specific.
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Postby dilanski » Thu Jul 08, 2010 9:34 am

Olothontor wrote:Here's something I think you guys will be good at: I need some generic ship archetypes within a fleet. Things like a shield ship (actually, I'll go ahead and add that one). Go wild, but try not to be TOO specific.


A good fleet should compose of,

Assault Ship Variants, for large assaults, taking on planets, starbases etc:
Assault Cruiser, Assault Frigate, etc

Strike Variants, for surgical operations:
Strike Cruiser, Strike Destroyer

Fleet Support, for maintaining large fleets:
Fleet-tenders, Ammo Ships, Hospital ships.

Escorts, for supporting larger craft:
Anti-fighter Frigate, etc

Troop Transports, possibly planetary subjugate ships, i.e wraith hive

Warp Ships, to move a whole fleet in the same warp-bubble/Hyperspace

Carrier's (duh)

Doomsday ships

More when I'm finished with my daily dose of 'Fi
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Postby Dragonfire666666 » Thu Jul 08, 2010 5:27 pm

Stealth Ships i.e. Halo novel style

Defense Variants, for defending a system.

Thats all I can think of right now.
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Postby Olothontor » Sun Jul 11, 2010 8:38 am

Progress will continue shortly, ladies. I got hung up on some things. My apologies for keeping you waiting.

EDIT: Alright, a bit of updating done; began work on weaponry upgrades. Also, I've started highlighting the newest text so it's easy to find (also makes it easier to pinpoint changes in the middle of the rulebook).
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