Play testing & rule sets

Discussion on the Noble Armada game line, errata, and feedback not related to miniatures.
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dr_ether
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Re: Play testing & rule sets

Postby dr_ether » Fri Dec 05, 2014 3:51 pm

There is some logic to why the movement is not going to be like 1st ed, is because, while technically spaces ships are free to rotate, keeping to motion more akin to sailing ships still makes sense because ships can only turn so fast, because, certainly in FS, no ship is a perfect rigid rod, and so inertia will take its toll. Thus gentle turns make more sense meaning no spinning on a point and just thrusting in another direction.

Funnily enough, the thrusting described in the FS core book, I had a friend work out, would liquefy steel. So I have put some thought in the science aspect for how that was worked around in the setting.
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Bertjammin
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Re: Play testing & rule sets

Postby Bertjammin » Fri Dec 05, 2014 5:33 pm

"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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Bertjammin
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Re: Play testing & rule sets

Postby Bertjammin » Fri Dec 05, 2014 5:39 pm

"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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dr_ether
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Re: Play testing & rule sets

Postby dr_ether » Fri Dec 05, 2014 6:23 pm

Gun decks and facing will still be important. In BFG I really like how relative motion changed the chance of hitting.

Weapon types will be definitely based around fixed, turret, and missiles. With each then having difference in how they penetrate shields, armour, and their range.

The u-boat analogy is more about the turn phase, and how positioning and fleet communications will matter (FS comms have limits on ranges, and of course the chaos of battle will disrupt orders - as you wait in the quite for the order to fire missiles).

Ultimately, having played a lot of wargames, and read a number more, I really prefer rules which a) don't have lots of multipliers/division rules - it leads to stupid half measures and more b) having the table efficiently use counters to represent what is going on (I like the way Warmahordes gives you a give overview of the game from the counters on the board) c) actions to rely on the least amount of dice rolls. I hate roll to hit, roll to wound, roll to save, etc etc etc.

But then working in a GW store for 3 years and having played nearly all the games they ever produced for the last 15 years, plus others, there are games I love (Warmaster) and games I hate (Battletech.... ugh.... how granular a game can you make.... and the solution to that is basically let the app play the game aka Golem Arcana).
http://www.darker-days-org premier World of Darkness Podcast

Fading Suns Writer - Working on: Merchant League, The Dark Project, Rise of the Phoenix, Noble Armada, Project XXX

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Bertjammin
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Re: Play testing & rule sets

Postby Bertjammin » Sat Dec 06, 2014 2:27 am

Sounds promising :) When can we have a go ;) and will it be designed to integrate with FSR?
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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dr_ether
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Re: Play testing & rule sets

Postby dr_ether » Sat Dec 06, 2014 9:04 am

The plan hopefully is to have stats important to spaceships be used in NA. And also that is where project XXX also comes in.
http://www.darker-days-org premier World of Darkness Podcast

Fading Suns Writer - Working on: Merchant League, The Dark Project, Rise of the Phoenix, Noble Armada, Project XXX

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Holz
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Re: Play testing & rule sets

Postby Holz » Sat Dec 06, 2014 4:18 pm

*Drools over images*

I've played a few wargames and I know what you mean by movement book keeping. Sounds a good idea to focus on position, location and what you are going to do.

Can't wait to see how this comes out!!!
To hell with information, ammunition is ammunition.

If brute for ain't working you ain't using enough.

Fan site of the FS Universe: https://fadingsunsbr.wordpress.com/portal/

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dr_ether
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Re: Play testing & rule sets

Postby dr_ether » Sat Dec 06, 2014 9:46 pm

Glad you like the pictures. When I get around to playtesting the rules there will be plenty. Hell, if we get to do what we want I really hope to get commissioned to painted stuff for the books and blog (like how to make planets etc as well).....

Meanwhile... on some backwards planet called "Urth", I am enjoying some mulled beer at the Xmas Christmas medieval markets.

Image
http://www.darker-days-org premier World of Darkness Podcast

Fading Suns Writer - Working on: Merchant League, The Dark Project, Rise of the Phoenix, Noble Armada, Project XXX

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Re: Play testing & rule sets

Postby Angelman » Sat Dec 06, 2014 10:41 pm

Now you're just showing off, Chris... rubbing it in for the rest of us who is not in that brilliant fairyland known as Germany. *pout* No, you bad man you, I ain't jealous at all I ain't! :p
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Holz
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Re: Play testing & rule sets

Postby Holz » Wed Feb 04, 2015 8:24 pm

News?
To hell with information, ammunition is ammunition.

If brute for ain't working you ain't using enough.

Fan site of the FS Universe: https://fadingsunsbr.wordpress.com/portal/


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