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steve_990

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steve_990 last won the day on January 15

steve_990 had the most liked content!

About steve_990

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    Sircan

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    http://thedicehateme.wordpress.com

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  • Gender
    Male
  • Location
    Chilliwack, B.C., Canada
  • Interests
    Spartan games! RPGs, Mixed Martial Arts, Boxing, Jiu-jitsu.

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  1. steve_990

    Squadron Activation

    Tournament ready games can also be fun, but not all fun games are tournament ready.
  2. steve_990

    Squadron Activation

    First off, I didn't mean to have a bonus to be cumulative, so you only add the highest bonus in your fleet. As for being more tactically interesting, it would not only be from a 'which ship do I bring to the game' perspective (as you could flavor certain ships like a carrier to have a higher bonus than say a dreadnought), but more from an enemy ship perspective. As in, which ship do I try to focus fire. The heavier gunned, or the one that gives a higher initiative bonus to their fleet.
  3. steve_990

    What if you didn't halve dice when linking?

    My vote is for linked AD to be a separate stat line that you just add after removing damage from. No math, just adding, and keeps the tactical flexibility of the current linking system. Straight combining sounds like it removes too much choice out of firing options for my taste.
  4. steve_990

    Squadron Activation

    Let's please stick to the alternative activations. It's the most tactical and less random of the options. As for initiative bonus, I'm fine with modifying it. Maybe give bonuses to the smaller fleet because it's easier for them to co-ordinate, or give bonuses to the person with less Victory Points to show desperation, etc... (Not sold on this, just giving examples that pop in mind). You could even have different bonuses based on your ships. Like dreadnoughts have +3, battleships +2, etc... And you take the highest value in your fleet. Would give some tactical consideration for what ships to target.
  5. steve_990

    Alternate Targeted Strike rules

    I like throwing lots of dice... but not opposed to throwing less for a better game experience... as long as it IS more fun.
  6. steve_990

    Fleet Building Software

    Can't speak for others, but I find simple text telling me the arc is best as it won't clutter the printout. Maybe have it so you can add or remove them? Also, as a suggestion a minimize button would be great :-)
  7. steve_990

    Movement Changes?

    Completely agree with points 2 through 4. Point 1. Maybe if you make all movement straight ahead with a single pivot with the degrees you mention (270 for TL 0, 180 for TL1, 45 for TL2), but allow an additional pivot for each 2" movement less from the max. For example you move a TL1 ship with 10" MV. You can move straight ahead for 10" with a pivot before, during or after your move. Or move up to 8" with 2 pivots, 6" with 3 pivots. etc... Maybe max it to only 1 extra pivot allowed or extra pivots are limited to 3-TL or something. I think it's the extra token you need that seems awkward to me. And that's 'seems like' - I think it's pretty easy Point 5. I would miss the TL 0 circle. It was nice to activate some frigates and just say "they fly in a circle and end where they are". Now THAT is the fastest movement phase ever
  8. steve_990

    'Fleet' boxes or Blisters?

    Oh, I'm not suggesting swappable pegs, just ones at different heights in the box so you can glue them on as you want. Give the look a more 3d look too. Swapping is a pain in the butt - I agree. I'd also be ok with collision rules if they were not too over the top in either damage or complexity.
  9. steve_990

    'Fleet' boxes or Blisters?

    Count me in on the 'don't change the scale' team. Variable peg heights would help solve many of the ship overlap issues. As in either pegs at different heights, or adjustable pegs for up and down when ships get too close.
  10. steve_990

    Firestorm fluff

    I really dislike having official rules for casual games. They are totally unnecessary. Most people, when they choose to do a game for fun will often just come up with their own crazy rulings for their own amusement. Nothing wrong with that. If you have these things in the main rules, it causes the constant question if those rules are in use in formal play or not. Make the game as solid as you can for formal play and limit too many optional rules - those will only divide player bases. Player A wants the option, Player B refuses to play with the option, etc, etc... Allies in fluff terms can be based on anything. Zones of control, racial ties, they like the pants their buddies wear. Allies in table top game terms should be well thought out and balanced so that there are as few 'the only alliance worth playing' combos as possible. These things MUST be separate concerns.
  11. steve_990

    3d Models?

    Those look good! Well done! I've actually thought that a PC game of Firestorm Armada would get the table top game more attention. No idea if Warcradle would want to go down that path, but if they do and it' s priced right - I'd buy it in a flash!
  12. steve_990

    Movement Changes?

    Great video @Stoobert! I really like this system. The waypoints I'm a bit cold on, but can't think of a better alternative. Nice and quick and simple.
  13. steve_990

    Firestorm fluff

    You've made my day. Starcon 2 is one of my all time favorite games.
  14. steve_990

    Firestorm fluff

    Totally! Little stories about mix ups, traitors, or battle simulations are all great stories that add to the overall fluff. I just want to avoid the heavy handedness that may come from saying that every fleet has reasons to fight every other fleet in the game. One off stories are a great addition.
  15. steve_990

    New Mechanics You Would Add?

    The problem is that with a blanket rule like this it will help the Sorylians, but will also massively help Aquans. Better to just adjust Sorylian stats. Which as we are due for a v3 from Warcradle, it will be the perfect time. Heck - we might not even have the same movement rules at all.
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