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Post by Peter on Apr 14, 2009 12:04:13 GMT -5
This is currently just a concept, but I'm planning on writing a non-space battle game based on the same universe as the Endless Void space battle game, once I've got its space-based brother into a semblance of completion.
The game will focus on fairly small forces, and have a set of campaign rules that allow those forces to grow after each battle, gaining additional experience, skills and reinforcements.
The game will have heroes and melee combat, and I will try to include the mysterious assasins I'm planning to add into the space game.
There will also be rules for off-board support, and the system for creating and customising a task force will be pretty similar to the ones I have planned for Endless Void.
There may be a WH40k universe mod of the same game, for the sole reason that the Eldar were appallingly mistreated in Dawn of War II and I want to redress the balance.
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Post by Adam on Apr 16, 2009 13:15:00 GMT -5
Keep us posted Off-board support - I assume you're thinking artillery strikes/orbital bombardment? - will have to be fairly minor if you're keeping the forces small. There may be a WH40k universe mod of the same game, for the sole reason that the Eldar were appallingly mistreated in Dawn of War II and I want to redress the balance. Really? Do tell. I need to do the pointy-ears justice in the Infinite Frontier 40K mod as well...
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Post by Peter on May 8, 2009 5:02:21 GMT -5
Peculiarly, while I thought that the Eldar had been raped by DoW II, most people found them to be the most frustrating army to play against. In other news, I'm probably going to get back to work on this project pretty soon. I already have a model for force selection - each player will have a Core force which always deploys at some point in each mission in a campaign (and also levels up from mission to mission, Necromunda-style), and a Support force - extras which you can deploy depending on the mission and the points difference between the two forces (this prevents the positive feedback effect that mars Necromunda and Mordheim and also removes the need for Giant Killer and Underdog tables). There are a large number of units that are only available as Support - these include auxiliaries (bullet-catchers), CommSpecs (guys with radios who call down your artillery bombardments) mecha, buggies and AFVs (no tanks - the default mecha is a wheeled IFV thing). There are currently three major factions: - Enclaves - the most idealistic faction. All of the Enclaves share a defence force and military research, but are otherwise autonomous. The Enclave defence forces are well-equipped, but are quite small in number. Most players will control Response forces, because these are the most badass.
- Corporates.The cynical faction - while the Enclave tries to be idealistic, the Corporates are most interested in profit. Virtually every Corporate maintains a standing army which they aren't afraid to deploy if they can make money from it. Corporate forces include powerful synthetic and cyborg units
- Crusaders - the most warlike of the Medusa nomad fleets, almost entirely geared towards conquest. Less warlike fleets may ally with the Enclaves, and there are also reports of some medusa being enslaved by Corporate forces.
Each Faction will have a main list, but I will also try to write subfaction lists, or create a subfaction system inherent in the main lists (e.g. choose a human commander and your force will favour human units). I've decided to be a little softer on the sci-fi elements as well. Or, more accurately, magic/psychic powers will feature. There will be no darker threats looming over everyone. Not even the Emissaries. I'm not going that far into space opera.
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