Post by Peter on May 21, 2009 4:27:17 GMT -5
This thread is mainly for discussions of ships and ideas for new options, ship classes and so on.
As soon as I get the updated rules together, I'm going to have to write a few ships up so that the whole thing can see a mechanics playtest in the near future.
Considering how nightmarish this week was in terms of tutorials and preparation work, I don't think I'll be able to get much of this done for Sunday, however.
The first faction to get mechanics, ships and rules will probably be either the Enclaves - the shiny faction - or the Traders - the faction with the junky ships and sludge armour.
Those are about comparable in terms of technological effectiveness - the Enclaves are shinier, use nanomachines rather than sludge, and also have smaller, lighter and more manoeuvrable ships. With MORE DAKKA (or less, if you have to be pedantic and point out that no-one can hear said dakka...)
On the other hand, the Traders have a greater selection of military hardware, and will probably have ships that can break up and recombine (a critical hit to the mass destroys one of its constituent modules). Combined, the ships will hit harder, and have more armour. Separated, the ships will be harder to target.
I'm not sure what general characteristics to ascribe to the Emissaries or the ships they use. I've decided to have the Emissaries as large, but essentially humanoid, rather than being Great Old Ones, however. Great Cthulhu has enough appearances in fiction, thankyou very much (plus d4 investigators per round...).
Does anyone have any suggestions for which one of these to create first?
As soon as I get the updated rules together, I'm going to have to write a few ships up so that the whole thing can see a mechanics playtest in the near future.
Considering how nightmarish this week was in terms of tutorials and preparation work, I don't think I'll be able to get much of this done for Sunday, however.
The first faction to get mechanics, ships and rules will probably be either the Enclaves - the shiny faction - or the Traders - the faction with the junky ships and sludge armour.
Those are about comparable in terms of technological effectiveness - the Enclaves are shinier, use nanomachines rather than sludge, and also have smaller, lighter and more manoeuvrable ships. With MORE DAKKA (or less, if you have to be pedantic and point out that no-one can hear said dakka...)
On the other hand, the Traders have a greater selection of military hardware, and will probably have ships that can break up and recombine (a critical hit to the mass destroys one of its constituent modules). Combined, the ships will hit harder, and have more armour. Separated, the ships will be harder to target.
I'm not sure what general characteristics to ascribe to the Emissaries or the ships they use. I've decided to have the Emissaries as large, but essentially humanoid, rather than being Great Old Ones, however. Great Cthulhu has enough appearances in fiction, thankyou very much (plus d4 investigators per round...).
Does anyone have any suggestions for which one of these to create first?