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The Warcradle Team

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Showing content with the highest reputation on 01/18/2018 in all areas

  1. cas

    Cas's Soryl

    Restarted this topic because my old one no longer has linkable images due to dropbox. As with my veydreth, finished the painting on my Sorylian armada to commemorate spartans fall to the persians. Posting here to celebrate firestorms return.
    6 points
  2. aeonanomaly

    3d Models?

    So, I've been trying to recreate some ships from the Firestorm Universe in the voxel game (still in development, might never release, but whatever) Starmade. It's a long process because I admit, it's a game I have to be in the mood to play. I love building, and when I get in the mood, I play it for weeks, but eventually lose steam. Because the game is still in development, I've just been focusing on making the hulls, with no interiors. I've been pretty proud of what I've done so far, but I always hoped I could get my hands on 3d models to just directly import into the game. I never really looked into it, because I figured releasing 3d models would be perhaps problematic, with 3d printers being more common. I did get hopeful however, when Spartan Games started showing off upcoming models in an online 3d model viewer. At the time, they claimed they had plans of going back and uploading their older models as well, and looked forward to seeing if I could get them to work for my purposes. So, does anyone know if Warcradle has plans to upload the 3d model viewer again? Perhaps one of the staff will even see this thread and is willing to help? Even with 3d model data, getting them to work in game will take time, and especially with fixing things that don't transition well, but it'll be a fantastic resource to have, and would make getting all those details for these ships perfect. My original goal is to get Frigates, Cruisers, Battleships, and Stations for the Dindrenzi, Sorylian, and Terran factions. Those ships would translate best into a voxel game, especially if I'm making them by hand. The other factions would be great sure, but would be nearly impossible with my skill level without 3d models to import for sure. If anyone is curious, here are some pictures of my work thus far. I haven't touched these ships in months, but I'm still proud of how they've turned out.
    2 points
  3. The entire 2.0 Critical Effect system is garbage, which is why it’s often a lot of dice rolling (and time) that doesn’t impact the game. Cruisers highlight the shortcomings best, because they’re at 50% or 75% HP when they suffer a Critical Effect, and likely die or repair it before it impacts their next Activation... and most of the time, the Critical Effect has zero impact on their next Activation anyway.
    2 points
  4. It's a really important that the older Models will be Fully compatible with the new ones. otherwise I just think that a very large part of the player base will ignore the new game. As others have already said even only a look based approach will be enough. Another fondamental issue will be balancing and Fleet flavour. Fleets need to play different and have different way of playing which is a thing that the spartan has always missed
    2 points
  5. It's time for a restart. I painted through the first few months of the breakdown but in the end group interests changed to another game. I still have the other stuff on my painting spot, but time for FSA to rejoin the mix. Those of you who know me, know I have lots of stuff scattered in various stages. When I get time to paint, I sit Dow and pick something from the mix. I am preparing for the "Painting Challenge" or "Paint Along" that is being discussed in the FSA hobby thread. These are the Factions I am picking from. STL Traders: Very few miniatures, so easy to paint them all. However I have always planned a worn Battleship Grey look, it is a bit boring for a challenge. Oroshan: Extra T2's and T3's mean that if I don't include them in the challenge, I might not easily return to finish them. Also I think the Oroshan will need more time spent getting it how I want. Xelocian: Too many Escorts.... Again, will I paint them all. Dreadnought for the T1.... Well I am still thinking it through. Still plenty of time to decide. Thanks for looking WA
    2 points
  6. Overread

    Firestorm fluff

    Fluff should support the game world, but neither fluff nor the game benefits being too closely entwined with the other. It's the same reason why alliance on the tabletop should rarely (if never) be based upon alliances in the game world. It often leads to an utter mess (unless the game was designed for it from the start) as you can easily end up with two "Story allied" factions which actually have such complimentary forces that together they end up very broken. Similarly you can end up with one faction having loads of allies and another without a single ally. I've always held the view that in wargames alliances should be allowed, but should be an optional set of rules and should mostly just be generically structured so that anyone can ally with anyone; but shouldn't be formal for competitive games. It makes balance a lot easier to manage because you don't have to balance each army and then each alliance army (which will generally result in most armies having very few differences) . I also think that when allies become a formal thing it can break the faction identities down. You end up with way too many mash-up fleets/forces appearing because they are the most competitive in stats, which means pure armies start to lose popularity - even though pure armies are likely what get most people into playing the game And yes, story wise you shouldn't be trying to justify every possible battle the player is going to have - civil wars; odd alliances; etc... - let the players come up with their own justifications for those if they want too; but keep the games official lore simpler and to a single story line that makes sense. If anything many fans hate when companies do "mash-ups" of factions that hate each other in their lore to try and justify it tabletop wise. (Gw provides a couple of great examples - Blood Angels allied with Necrons wasn't that popular - and Tyranids wound up with 0 allies when GW made some formal alliance structure and only recently gained genestealers).
    2 points
  7. It's a neat idea in theory, but in practice I can't see this working out well. In general any ranking of global play stats is going to highlight the most powerful faction at the competitive end of the game. This is useful data often used to help calculate where overpowered factions/units are and to also assess if the army variety is suffering (ergo everyone is using the same handful of units). I think attaching this to a release schedule would be a mistake. First up if it goes to the most popular then yes, in theory, its supporting a larger body of players; but it also means that the faction which is currently the most powerful gets new toys/units/power. Secondly there's a risk that some factions might just be under-represented and thus could spend a very long time never getting anywhere near the top shelf Then there's the fact that new releases are a slow turn around process; so it would take time for any release to be reflected. Unless Warcradle already had models developed, it would mean that you could wait months before seeing reward for rankings. Finally don't forget cheating. If people think there's a physical reward for getting their faction to win chances are they will cheat, so some degree, in reporting results to Warcradle, in order to get their faction to win and thus get new releases they want. This would mess up balance impressions; but it also messes up the whole idea. Also some might not view it as cheating; instead they'd view it at tactical playing/reporting. Either outright reporting lies to ensure 1 faction wins because its already winning; or tactically choosing to not report match losses or heck just playing that faction to generate victories. In general I think event driven releases and marketing should be done on the event scale and, where possible, should most likely influence game lore instead of game releases/mechanics/etc... That way gamers get to contribute; the contribution period is controlled; and it doesn't really make any huge difference which faction actually wins - in tabletop terms
    1 point
  8. For the challenge, it sounds like the Oroshan might be the best choice for a fleet you'll need to put a lot of work into and might not ever return to. I'd personally like to see the Xelocians done!
    1 point
  9. I see a lot of cool models getting posted next month!
    1 point
  10. aeonanomaly

    3d Models?

    Thanks for the praise. I enjoy the Dindrenzi faction the most on the table top, but I am more proud of how the Sorylian and Terran frigates turned out. Both of them had moments where I wasn't sure I could quite replicate some designs properly, but came up with some solutions that worked splendidly. Even if I don't get my hands on some 3d models, I do plan on continuing the project, but like I said, I have to be in the mood to really get something done, and it hasn't struck in awhile. As far as the interest into Starmade. I both recommend it, and don't. The game has been in development for a long time, and they have a very small dev team. I love the idea and hope some of the more significant features I'm waiting on get released, but the devs have revamped some older systems recently that's caused a pretty big rift between them and the community. I hope they are able to make it right, but the idea that they spent months rolling out a reworked system to have it so badly received can't be a good sign. There's plenty to do in the game now though, and it's been fairly optimized over time. There's a universe that spawns in planets and resources, you can create your own custom factions for the AI to control, and there's even a mechanic to control territory and space. Where it lacks though is the AI of the NPCs. They really don't have tactics for their ships besides "Fly towards enemy, shoot." It is something that will be worked on eventually. Eventually, there will be physical NPCs that can man stations on your ships to emulate a more RP friendly game. There will be a scripting language admins can use to create custom NPCs, quests, and missions. There will rework planets from how they currently are (which are basically small things right now) to more large planets you might see in No Man's Sky, with a robust flora and fauna system. Weapons wil be reworked at some point, including new visuals. There's a lot they are promising, I just hope they get to these things and roll them out. As it stands, at their current rate of progress, I don't see any of those large changes coming out until a year, maybe more, so the game still has a long way to go, even though it's been out for a much longer time. The two things that keep me coming back though, are the advanced build modes, and logic systems in the game. Unlike in Minecraft, you can enter an advanced build mode that allows you to build ships within a physical body. You can drop down several blocks down at once, copy/paste areas, create and insert templates and patterns. It makes for making large ships possible, because without it, you'd just be placing down one block at a time, and that'd be unbearable. The logic system is also robust, allowing for some impressive builds limited only by imagination. I've created hangars that auto sort ships into docking bays based on how full they are. I've created doors that are made by normal blocks but physically slide open and close, that even can be locked out if you aren't a certain player, part of a faction, or even a certain rank in the faction. I've created extendable docking ports so anything Frigate size will be able to dock with any other ship. Activating different levels of alerts, that could put the ship into different states of battle. Escape pods, are flush up against the ship and automatically launch out once inside. A crafting factory that outputs particular items and amounts by typing what you need into a terminal, which finds the necessary components in your storage area, sends them to the crafting blocks, and makes what you requested. If you can imagine it, odds are it's possible with work. It's seriously impressive. So, as a creative game, I can't recommend it enough.If you want to build some of your favorite ships with some cool features, you can have a lot of content. It's just not there as a game beyond that yet. There's still some missing components that can really make this a real game. But if you love build projects, just enter creative mode, and go to town. I just hope eventually they'll add and rework the other content to make the ships you build worth using. Oh, and currently they have no weapon systems. I did test having fixed firing arcs on the Sorylian, but it was only a test to make sure it was possible. Here are some more random pictures, including showing off the Sorylian firing beams, and a small taste of what the Logic system is like.
    1 point
  11. It would be criminal to mess with the lovely scale of these models.
    1 point
  12. I don't think they will - Firestorm still has a viable population of fans out there - it would be daft for Warcradle to dump that fanbase totally by rescaling. The only game they've rescaled is the Dystopian Ground and even then they've taken pains to try and make the replacements detailing on the models so that existing models are still valid. About the only game they can totally re-build would be Uncharted Seas as that has a basically dead fanbase so more scope to change it by significant amounts. That said honestly its not as if Warcradle needs to "change" things to make the games viable - Spartan had viable games, it was more management, scaling production and other areas that they fell back on - the actual models were never an issue (well except way back in the very early days of Uncharted when the casting wasn't anywhere near as good).
    1 point
  13. WestAustralian

    Firestorm fluff

    I am all for good fluff in a game, but I don't think the fluff needs to explain every potential conflict. Every time I play Zenian vs Zenian, and even Relthoza vs Relthoza, Works Raptor vs Works Raptor, etc. we either come up with a story at the table or just play the game. I want a rich background. I will be able to tell you why my Omnydine are fighting your Omnydine
    1 point
  14. Other options to consider are making it a MAR, or perhaps evening it out at an extra 4" for your second movement and some ships that badly need it can have a MAR to double that? I'm fond of the idea of declaring it in between your move and weapons phase, and you can't turn on an extra movement (I've just called this concept afterburners in my head). You are either charging straight in with hopes of closing the distance next turn, or fleeing straight away at phenomenal speed.
    1 point
  15. Thanks for the comments and likes. Admiral De Veenboer has pulled his Patrol Fleet together. (2 Cruisers and the SRS tokens are new) The Admiral is expecting reinforcements in the next few weeks. So he is trying to get all of his current ships prepared. Only 1 full Squadron of Outlaw Frigates to go. Some in progress shots of the SRS Terran colour test coming soon
    1 point
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