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Showing content with the highest reputation since 09/22/2018 in all areas

  1. 5 points
    Bad Idea Comics

    Firestorm SpecOps designs

    Hi gang! Here's a couple pieces I did just for fun many moons ago that got Neil to get in touch with me. he had me doing design work for SpecOps, a 28mm skirmish game that never got produced. I have a few more designs I'm trying to find, so stay tuned for more doodles. I'd done these before I even saw troops for Planetfall.
  2. 5 points
    Bad Idea Comics

    Firestorm SpecOps designs

    Sorylian Salamanders. They wanted the Sorylians to have light, fast special forces. I imagine these guys stealth-teched out and sticking to walls.
  3. 4 points
    Bad Idea Comics

    Firestorm SpecOps designs

    Here's some weird ones: Terquai doodles.
  4. 4 points
    Bad Idea Comics

    Firestorm SpecOps designs

    Dindrenzi doodles.
  5. 4 points
    Bad Idea Comics

    Firestorm SpecOps designs

    And some Directorate roughs.
  6. 4 points
    Bad Idea Comics

    Firestorm SpecOps designs

    Bwahaha, found 'em! Here's some Directorate SpecOps boys.
  7. 3 points
    Bad Idea Comics

    Firestorm SpecOps designs

    Terran doodles.
  8. 3 points
    Bad Idea Comics

    Firestorm SpecOps designs

    Biiiiig lizaaaaards...
  9. 3 points
    Bad Idea Comics

    Firestorm SpecOps designs

    Yet more doodles - some Aquan heavy weapons. This was sort of for Planetfall, but lots of stuff for SpecOps too. I'm just keeping it all here for now.
  10. 3 points
    Bad Idea Comics

    Firestorm SpecOps designs

    More doodles: the first Salamander sketch and some Veydreth ideas.
  11. 2 points
    reddwarf

    Future FA rules

    Odd to me that Warcradle is talking about the Directorate and how the ships should have a theme. I think they are one of the more consistent factions in terms of how models look, and (personally) I would break them up a bit. Compared to say, Aquans, for example, they are a model of consistency in aesthetics. Not sure how you really come up with a "corporate" theme, either. I would be nervous about making ships look like lizards or spiders. An Abrams tank doesn't look particularly humanoid, because it's built for function. Sorylian cylinders and Terran triangles and Dindrenzi guns with engines and Relthoza's more "vertical" orientation are enough distinction for me-they all look like spaceships, not the race that built them, and their extant fluff (however limited) justifying much of it. Part of Spartan's problem was in creating so many factions that it became difficult to keep them distinct, but the core 6 aren't in bad shape in terms of a distinctive look. As for the Directorate, I've long thought they should have 2 distinct "lines" of models. Cheap corporate **** (lousy ships, but low points and large squadrons), and luxury goods (expensive ships in terms of points and small squadrons, but really good). Heck, you can call "Directorate" the cheap stuff (the Walmart of FSA), while Works Raptor, Omnidyne, etc become the "luxury brands". In my mind that sort of thing would extend and deepen the fluff without altering it to something unrecognizable. Of course, full disclosure, I'm one of those who kind of liked the Grand Alliance/WW2 feel of FSA, but it sounds like that will be at least loosened. Ah well. Now what would be REALLY cool is for some genius to come up with rules that work across "eras", so you can have Aquans and Terrans fighting in the battles when they first encountered each other, or fighting as allies in the current war, etc...The real trick would be giving the ships balanced stats for each era, but also work for scenarios where rebels or separatists (or desperate orgs trying to stem a surprise attack like Terrans at the start of the main war) pull out big numbers of old or mothballed ships to to throw at smaller groups of "modern" era ships. Note-I have no real idea how to actually accomplish this Sorry, just sort of rambling since I'm not here much these days.
  12. 2 points
    Here's some combat armor for my own ideas. I have a lot of fun putting this kind of stuff together.
  13. 2 points
    RuleBritannia

    Firestorm SpecOps designs

    This in particular I fell love with
  14. 2 points
    Overread

    Model availability

    Spartan Games even had great bases for Halo. Personally I think its a big step forward for space games; use the base to track stats and other things. So long as its practical its a great idea, esp for larger ships which come with a larger base and thus can hold more info and thus let larger ships be more complex. It always feels odd when big ships take damage like a small ship and you can't knock out segments of it etc... Even if its as simple as fore, port, starboard and engines (rear)
  15. 1 point
    Overread

    Too Easy to Sink Ships.....

    The issue is that in a ship game I just can't see retreating ship getting much chance to actually retreat before the end of the game; or at least a point where both players can see who is going to win. I agree its no realistic, but then we've got submarines with chainsaw blades on top; we've got walking castles; giant squid machines, hovering cities and even ships that can hover/fly for short periods. We are already within a totally alien setup. I think that the kind of tactics you want would be better in a much smaller game where you might have only 4 or 5 ships a side and where each is far more detailed in control and how the game plays out. I a game that Dystopian Wars tends to aim for I think killing stuff has to happen if all those powerful machines and monsters are going to feel powerful in the game to players. Of course killing should still be a few turns off for most bigger ships and it doesn't want to swing to the extreme where ships are knocked out every 5 mins etc...
  16. 1 point
    We'll list changes for each update, absolutely. Logic will usually be in response to Beta feedback, where that's not the case I'll make sure we outline why a change has been made.
  17. 1 point
    I've actually created a full fleet construction system for my own universe and am playing with a "Max Thrust" version of Full Thrust. One thing I've always considered is a means to add a fleet ideology to ship construction, so you don't just have a myriad of unrelated vessels in one force. I understand the desire for companies to keep design proprietary, otherwise you dilute the brand by permitting outside manufacturers' models into your system and tournament play is a highly effective marketing aspect/tool. That said, I think there are plenty of ways to create profit engines with custom ship designs and even ways to promote using existing ships from the FSA line used with different builds in some level of tournament gaming. This could be something like a competition via the website for the best new ship design, created with the design rules and kitbashed using existing FSA models. GZG (Jon Tuffley's company, creator of Full Thrust) has had his full design rules available for free on his site for years - he makes a killing just selling minis to this day. But then, Full Thrust fans tend to be diehards, and they're relatively inexpensive, so that may have no bearing on how FSA models would sell.
  18. 1 point
    Bad Idea Comics

    Thoughts on ship Classes

    This is completely false (I mean no offense, but your facts are not factual). Destroyers get their name from being "torpedo boat destroyers"; torpedoes were the greatest threat to battleships at the time. A flotilla of torpedo boats could roll right up to a BB and break its back with a volley of torps and the BB was so tall that it couldn't depress its guns to properly fire upon this diminutive class of craft so a ship that was faster than torpedo boats was required to fend them off and/or hunt them down. Then submarines became a prevalent tool and destroyers were tasked to ward these off as well. Destroyers were used to perform their own torpedo attacks against larger vessels, but this was never their primary tactical role and was often suicide for them, as it was best to attack ships from the side, where all of their guns were facing your position. Destroyers most often performed these attacks at night (Jutland has several accounts of destroyer torpedo attacks occurring at night). One of my biggest problems with FSA was their total misuse of naval nomenclature and a deep misunderstanding of ships' tactical roles. Combine this with the fact that all the fleets were fairly homogenized and you wind up with a relatively boring overall feel to the forces. I'd love to see ships of the same size from all the races named something completely different with entirely different tactical roles. Leave the human nomenclature to the human ships and give the aliens something different. Make ships of the same size operate completely alien from human counterparts (in size). I understand the need for some homogenization (cruisers are designed to be the basic ship of the line for all races and permit players to use them as a backbone of their fleet - they operate a bit differently from one another but they're all basically designed to stand in the line and shoot at the enemy). BUT, I'd like some more variation and changes in nomenclature to indicate variance in alien thinking. Really, why does everyone need a dreadnought? (Another silly nomenclature issue, by the way - these were just battleships with a unified primary armament and high speed, the first of which was HMS Dreadnought, hence the term dreadnought battleship). Wouldn't it be more interesting to have more of another class of ship that does something crazy? lay to the fluff instead of playing to the "class".
  19. 1 point
    Bad Idea Comics

    Firestorm SpecOps designs

    Yep. Neil had me work on a bunch of WW2 designs as well - more Weird War 2, or "what if the war kept going". I'll track those down at some point as well.
  20. 1 point
    Spenetrator

    Firestorm SpecOps designs

    These are awesome!
  21. 1 point
    Warcradle Richard

    Model availability

    Bases will definitely be replaced for FSA V3. We looked at getting them designed in advance and releasing them with Classics items, but they were too likely to be changed and refined before FSA 3 is out. So we are getting some old style bases/stands created now for the FSA Classics releases.
  22. 1 point
    Bunnahabhain

    The Beta Lives!

    Absolutely. If there is any way at all to have printer friendly, standard sleeve size stat cards, it should be done. Design elements like this that aren't rules still matter- they have a significant impact on ease of play, speed of play, making the game accessible to new players, etc!
  23. 1 point
    Toxic_Rat

    Model availability

    I would suspect it has to do with not having a way to manufacture the acrylic bases. I get that they want to ship a complete product, but I have plenty of bases already...if they simply sold the ships without a base, I wouldn't be complaining.
  24. 1 point
    Wolfgang Jannesen

    Firestorm Painting Group

    I have seen it printed with a label device on bases and it looks alright. Speaking of which, the RNV 'Fields of a Thousand Dead' is pretty well through being repainted. Any tips or criticisms on glows? (My ships earn their names. Such as this thing wiping out a relthozan battlecruiser one turn and crippling a carrier beyond reasonable use the next)
  25. 1 point
    One of the big questions coming out of the beta has been how far the new Rules provide an efficient version of the game versus how much depth has been lost. Here are the things that for me went a little too far in the streamlined pile. Shield gens -Easily counterable seems a bit unfair, the constant dice rolling to see if generators are online seems a faff, and merely adding extra armour seems a little weak, but also removes the tension of rolling against something. It speeds up the game but removes a tactical element of randomness and interest. Action dice- the concept is neat but adds a couple of wrinkles. Firstly seems to limit to hits to between 4-5+ and means defensive dice are limited to an awkward 2-3 and don't explode rather than allowing a consistent high is good approach and the tactical variety to play between 3-6+ with stacked bonuses and disadvantages. 360 vision on boats- turret placement isn't a bug its a tactical feature. Gives advantages to certain fleets to play a certain way, be it Brits and broadsides or Prussians facing forwards. Planes as markers not tokens- makes it rather dull not to drop aa or other planes on tfts. Personal preference in all of this but its much cooler and more dynamic to watch pilots battle it out in the skies and be knocked out by aa then just sort if be there.
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