BrikSpace
Moderators: warman45, Rev. Sylvanus
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact:
- Greenkey15
- Cannon Fodder
- Posts: 338
- Joined: Tue Jul 01, 2008 10:01 pm
Have you ever played Galactic Civilizations? If you haven't, I'll go ahead and explain the ship creation process.
You buy a hull for a ship. You then add some features to it, like weapons and armor. Then, you can add some engines to it. After that, you can buy the ship.
I'm thinking adapting that to BrikSpace may be a good idea. Instead of a big list of ship classes, you can create your own. Do away with the CP limitation, but every 10-20 cp of crap you add to the ship takes down it's move, and have a maximum item limit. Then assign a CP value to each of the hulls you can purchase. Large hulls cost more, but can add more stuff to them, which generally makes them slower. Also, they can only take a slow engine. Medium sized hulls can take an even balance of stuff and move at a so-so rate. Small hulls can't take much stuff, but that is balanced out that they can move at an insane rate. Fighters and stuff should stay the same, I like those rules. In fact, you can even incorporate a "hull size" thing not unlike the Special Creations of standard 2005 BrikWars, and it takes damage that doesn't necessarily destroy parts that you must keep track of, but and amount of hitpoints equal to the size of the hull you use.
Armor sizes could be the same, but large hulls can take heavy armor and lower, medium hulls can take medium armor and lower, and small hulls can only take small armor.
You don't need to worry about balancing classes carefully, since you can just make one and if it's too powerful, it's also way too expensive.
Sound like a good idea? The only reason I didn't elaborate more is that I want to see if you like the idea before spending several hours typing up my idea only for it to be shot down.
You buy a hull for a ship. You then add some features to it, like weapons and armor. Then, you can add some engines to it. After that, you can buy the ship.
I'm thinking adapting that to BrikSpace may be a good idea. Instead of a big list of ship classes, you can create your own. Do away with the CP limitation, but every 10-20 cp of crap you add to the ship takes down it's move, and have a maximum item limit. Then assign a CP value to each of the hulls you can purchase. Large hulls cost more, but can add more stuff to them, which generally makes them slower. Also, they can only take a slow engine. Medium sized hulls can take an even balance of stuff and move at a so-so rate. Small hulls can't take much stuff, but that is balanced out that they can move at an insane rate. Fighters and stuff should stay the same, I like those rules. In fact, you can even incorporate a "hull size" thing not unlike the Special Creations of standard 2005 BrikWars, and it takes damage that doesn't necessarily destroy parts that you must keep track of, but and amount of hitpoints equal to the size of the hull you use.
Armor sizes could be the same, but large hulls can take heavy armor and lower, medium hulls can take medium armor and lower, and small hulls can only take small armor.
You don't need to worry about balancing classes carefully, since you can just make one and if it's too powerful, it's also way too expensive.
Sound like a good idea? The only reason I didn't elaborate more is that I want to see if you like the idea before spending several hours typing up my idea only for it to be shot down.
- Theblackdog
- Pooplord
- Posts: 2689
- Joined: Mon Mar 17, 2008 3:30 pm
- Contact:
Actually, it seems like the "hull" that you buy determines the ship size or class -- "Frigate hull", "fighter hull" "Cruiser hull" etc.
My own thoughts -- how about adding turning limits to the ships, so that smaller ships will be more agile? It wouldn't have to be complicated -- fighters have no limit, small warships can turn 90 degrees, big warships can turn 45 degrees, that sort of thing.
Oh, and in case you've forgotten, the Brikspace Ship/Fleet Contest ends TOMORROW. Which reminds me, I have a cruiser to photograph...
My own thoughts -- how about adding turning limits to the ships, so that smaller ships will be more agile? It wouldn't have to be complicated -- fighters have no limit, small warships can turn 90 degrees, big warships can turn 45 degrees, that sort of thing.
Oh, and in case you've forgotten, the Brikspace Ship/Fleet Contest ends TOMORROW. Which reminds me, I have a cruiser to photograph...
If you guys want some examples of good space wargames that you can learn from, I'd suggest checking out this guy's games.
- Theblackdog
- Pooplord
- Posts: 2689
- Joined: Mon Mar 17, 2008 3:30 pm
- Contact:
- Greenkey15
- Cannon Fodder
- Posts: 338
- Joined: Tue Jul 01, 2008 10:01 pm
- Theblackdog
- Pooplord
- Posts: 2689
- Joined: Mon Mar 17, 2008 3:30 pm
- Contact:
- Cpt. Zipps
- Mega Blok
- Posts: 1339
- Joined: Fri Aug 15, 2008 11:01 am
- Location: Mangled, inside Audrey II
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact:
- Theblackdog
- Pooplord
- Posts: 2689
- Joined: Mon Mar 17, 2008 3:30 pm
- Contact:
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact: