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Bad Idea Comics

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Bad Idea Comics last won the day on October 10

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  1. Bad Idea Comics

    Notes from Stuart, part 2

    I love the concept of a player-driven narrative for games. I personally try to create a "story" for each game I play - it's simply more fun to think of a game within a context, so flexible backgrounds are something I crave.. On the flipside, many players, I've found, like to be spoon-fed a storyline (there's nothing wrong with that if that's your thing) - they crave a clear structure and it seems this is what FSA was originally based upon. I think your described approach could actually feed both beasts, with enough structure for the old die-hards and enough flexibility for the schmucks like me.
  2. Bad Idea Comics

    Notes from Stuart, part 2

    @RageofAeonsYour thinking here is limiting you. I'm talking about a setting that encourages variable alliances or possibly expansions that change alliances. There are SO many ways to make this more interesting than the original version. In any case, I'm looking forward to what the Warcradle guys come up with. Don't judge anything until you've seen it. That's like salting a dish before you've tried it. Give them a chance to impress you. Keep an open mind and enjoy what comes up next. And make pew pew noises. They make it all worth it.
  3. Bad Idea Comics

    Notes from Stuart, part 2

    Dude...LASERDOLPHINS. I love this idea. Let's make that happen! The game should have a group of fun factions to play with that all feel different. I know this next concept won't happen, but I'd love for them to not all have the same size and classes of ships as well - again, I know that won't happen, but it would be refreshing to not have that typical homogenization. Two major alliances was boring. I mean really, who cares? I want to get the ships that look cool and play the way I like and fly them around making pew pew noises the whole while. I hope there's a means to form alliances. Maybe the humans gang up on the aliens or the fish folk gang up on the air-breathers or the lizards gang up on the warmbloods. Maybe they don't even have to be that specific, but the idea of putting the storytelling in the players' hands is far more appealing than some arbitrary "these guys are on the same side" nonsense.
  4. Bad Idea Comics

    Notes from Stuart, part 2

    I don't mind this news at all. I'm not married to the old universe and it always seemed odd to have the two alliances instead of just encouraging every faction to duke it out and possibly form other alliances. I look forward to seeing what they come up with.
  5. Bad Idea Comics

    Firestorm SpecOps designs

    Here's a few of my own doodles. Different ideas for my own universes, but ones that could easily fit into the Firestorm universe. I hope they toy with RPG ideas down the road - the Firestorm universe is diverse enough to make for some fun adventures. Hint hint.
  6. Bad Idea Comics

    Model availability

    I love Star Wars: Armada bases, both for ships (dials for shields on all four sides, plus firing arcs and ship info printed on the card insert) and fighters (dial for remaining fighters and activation "switch", plus info printed on the card insert). One of the most clever parts is that all of the bases can simply have the card insert swapped out so you can slap any ship on any base of the correct size and you're ready to rock'n'roll. That's something to keep in mind for the base design team - swapability means players with existing fleets have less expenditure so you receive less internet vitriol. Personally, I just want ships. Gimme ships. Lotsa ships. I wanna paint 'em up and make "pew pew" noises.
  7. Bad Idea Comics

    Future FA rules

    LOL! Did you see my initial sketch of their troops? I gave them the highest shoulders ever! I personally like the silhouette variation in ship design - it makes each fleet distinct. Someone mentioned the Aquans were all over the place - really, they're distinct because of their organic feel and their specific texture being different from all the normal hi-tech nubs poking out of every other ship. I think this makes them very distinct, though I'm still not a fan - that's just my own personal taste. The later releases were really starting to introduce some interesting models. I love the new Sorylians. The cruisers and battleship are gorgeous models and the heavy cruiser option works beautifully. The Ryushi are also beautiful models and I like a lot of the RSN and some of the Terran stuff. Quite frankly, I don't care about the rest of the universe - just give me cool models and possibly a fun game system to play with them. I was never truly attached to the old background. I liked it, I suppose, but not more or less than anything else I'd seen for backgrounds. I always played with my Sorylian ships as an entirely different faction of my own design, but then, I think too much.
  8. Bad Idea Comics

    Firestorm SpecOps designs

    Infinity looks amazing and I love their design aesthetic. I'm getting some of their models just to have them - that's how much I like them. The rules look fascinating as well - very interactive. I also bought into Star Wars Legion, which is great if you're a Star Wars fan - the models are excellent and SO simple to assemble, yet look fantastic with loads of details. It's more than a skirmish game, but very fast and easy with a lot of interesting mechanics. It's also surprisingly affordable.
  9. Bad Idea Comics

    Firestorm SpecOps designs

    Here's some combat armor for my own ideas. I have a lot of fun putting this kind of stuff together.
  10. Bad Idea Comics

    Firestorm SpecOps designs

    Thanks!
  11. Bad Idea Comics

    Ship construction methodology

    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.
  12. Bad Idea Comics

    Firestorm SpecOps designs

    I bet there's a way to do that. I know you can field basic Imperial Guard (or whatever the hell they call them now) in Kill Team and their basic mechanics are simple enough to permit large numbers. What you're proposing would require some flexible crunchiness, which is doable for sure, but is it worth it? You and I seem to think so, but will the business model? Personally, I love the idea of one SpecOps team vs a platoon of muggles. It's how it should be and it lends itself well to specific scenarios. SpecOps vs SpecOps is a different animal, which is what I believe all of Infinity is really geared for. I've actually been working on some designs just for me that have some heavy Masamune Shirow influence, so, by default, they look like Infinity models (a lot of their stuff seems to stem from Shirow's "Appleseed" series) - my point being, their design aesthetic is right up my alley and I've been wanting an excuse to buy their models and there just happens to be a game to provide that impetus. LOL - it seems silly that I have to feel like I'll actually use the minis for something in order to justify buying them. I'd feel the same about SpecOps minis, as long as they're great looking I'll likely want to play the game in order to buy the minis. Get to work Warcradle! :p
  13. Bad Idea Comics

    Thoughts on ship Classes

    Ah, I thought you were stating that it was their primary purpose. It's funny how old the concept of the destroyer is and what a great mind Jackie Fisher had. He created the destroyer, battlecruiser and dreadnought and he and Jellico were at the forefront of the aircraft carrier concept to boot. It was an amazing time in naval warfare. I'd really love to see at least one fleet with battleships as fast as their cruisers and battlecruisers faster than cruisers. This would emulate the Royal Navy in WW1 and would be great fun to play. I've tried building ships (using upgrades) in FSA many moons ago, but haven't revisited it in ages (I've been stuck on X-Wing for some time now).
  14. Bad Idea Comics

    Firestorm SpecOps designs

    Infinity, for sure. 8-12 models was the goal, with some crunchy rules for your operators. It was supposed to give you a lot of ownership of each troop. It also means you don't need a gazillion poses, just a few models with different kit for each race, so it plays well to resin or metal models with a higher price point. The Infinity game model is actually quite excellent, so good that GW has even adopted it to an extent (Kill Team). Skirmish games are in their heyday, as they offer tons of variation relatively inexpensively.
  15. 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".
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