Post by Adam on Apr 29, 2009 3:40:46 GMT -5
Okay, so I just downloaded the EV introduction and core rules and had a read through. (You need to update one or both of them so that they're consistent.) You have a very good style. Seriously. It's clear, concise and well-written overall. There are one or two edit errors (you mentioned a scouting phase at one point during the core rules, which I'm guessing is something you deleted from a previous version), but little else.
The ideas behind your rules are solid too, although a bit random in their reliance on command checks. You're going to need abilities that increase Command temporarily, within a radius, etc, so that players can get their fleets to do important stuff when they need it to. Nevertheless, I like the two different movements system and the idea of battlegroups rather than separate cruisers/escort squadrons. Also, you mention keeping track of which models have moved so far; this can be done easily with counters or spare dice, and unless you're not moving a lot this turn or something it's usually fairly obvious or easy to remember who's been activated and who hasn't. So I wouldn't worry too much about that.
Good idea with the close range combat thing - if the close range weaponry is the powerful stuff, it'll encourage people to move and be aggressive. I take it the support ships you mentioned in the dev thread are going to be kinda crap at close range.
Some things that came to mind:
- Is the 4"/9" or the Speed stat going to be the system you use? I'd recommend the statistic, as having speed values doesn't add unnecessary complication to a game and can help differentiate units or armies.
- The rolling-to-hit process seems a bit fuzzy. Am I right in guessing that you roll one D10 per point of firepower? You've also left out the Defence mechanic.
- Once suppression has been subtracted from Command and Firepower, remove the remaining suppression points. Keeping a ship suppressed the entire game should take some effort.
- I assume scouts have Agility instead of Defence?
- Do weapons in IF have a maximum range? I don't see why they'd have to, fluffwise (other than that shots will dissipate or fall far from their targets at extreme ranges), but gamewise this decision could bite you at some point because of fleets nuking each other from miles away. You would also see a lot of avoidant tactics - the fleet with the weaker close-range weaponry would probably run away a lot.
- I don't know if a command check to make a thruster move is a good idea.
- You mention raiders and destroyers at the beginning of the core rules file and then never mention them again. Edit error, or have you simply not written their rules yet?
^ I hate presenting lists of quibbles... most of them are petty and it makes me sound horrible. Ah well, needs must ;D
But yeah, this is a very good base ruleset, I reckon. Only playtesting will tell in the end...
The ideas behind your rules are solid too, although a bit random in their reliance on command checks. You're going to need abilities that increase Command temporarily, within a radius, etc, so that players can get their fleets to do important stuff when they need it to. Nevertheless, I like the two different movements system and the idea of battlegroups rather than separate cruisers/escort squadrons. Also, you mention keeping track of which models have moved so far; this can be done easily with counters or spare dice, and unless you're not moving a lot this turn or something it's usually fairly obvious or easy to remember who's been activated and who hasn't. So I wouldn't worry too much about that.
Good idea with the close range combat thing - if the close range weaponry is the powerful stuff, it'll encourage people to move and be aggressive. I take it the support ships you mentioned in the dev thread are going to be kinda crap at close range.
Some things that came to mind:
- Is the 4"/9" or the Speed stat going to be the system you use? I'd recommend the statistic, as having speed values doesn't add unnecessary complication to a game and can help differentiate units or armies.
- The rolling-to-hit process seems a bit fuzzy. Am I right in guessing that you roll one D10 per point of firepower? You've also left out the Defence mechanic.
- Once suppression has been subtracted from Command and Firepower, remove the remaining suppression points. Keeping a ship suppressed the entire game should take some effort.
- I assume scouts have Agility instead of Defence?
- Do weapons in IF have a maximum range? I don't see why they'd have to, fluffwise (other than that shots will dissipate or fall far from their targets at extreme ranges), but gamewise this decision could bite you at some point because of fleets nuking each other from miles away. You would also see a lot of avoidant tactics - the fleet with the weaker close-range weaponry would probably run away a lot.
- I don't know if a command check to make a thruster move is a good idea.
- You mention raiders and destroyers at the beginning of the core rules file and then never mention them again. Edit error, or have you simply not written their rules yet?
^ I hate presenting lists of quibbles... most of them are petty and it makes me sound horrible. Ah well, needs must ;D
But yeah, this is a very good base ruleset, I reckon. Only playtesting will tell in the end...