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| Pages: (4) [1] 2 3 ... Last » ( Go to first unread post ) | ![]() ![]() ![]() |
| Spyke114 |
Posted: Apr 5 2011, 09:26 AM
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![]() All-scale Irresponsiblity Group: Chop Squad Posts: 221 Member No.: 5 Joined: 19-February 05 |
I've seen a few mentions of the "Gundam miniatures game" and getting better terrain for it. Seeing that I'm one of the guys who made it and also the guy who premiered it last year, I wanted to make sure that I was thinking of the same thing you were.
All Scale War is a game that utilises all sizes of Gundam models in a turn based strategy game that takes up as much space as needed in a room. Last year for terrain, I just made use of a few boxes I had with me, some overturned chairs and my shoes just so it wasn't a flat floor surrounded by tables. If someone really IS making terrain for this then that would be AWESOME!!! I'm making a few shitty cardboard buildings in between procrastination and working on my panel, so building is slow. Also, I saw that there will be Warhammer 40k terrains. If nothing else, could we borrow some of those too? I promise to treat them as well as my own models ^^ (kindly ignore the fact that a large number of my models are broken in some way...) |
| Vincent |
Posted: Apr 5 2011, 10:32 AM
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![]() Expert of Justice Group: Argonauts Posts: 1,847 Member No.: 410 Joined: 9-April 06 |
Terrain would be amazing. Then I can hide some of my shit rather then setting it up in one open space to be destroyed on turn 1.
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| FlyingElf |
Posted: Apr 5 2011, 10:43 AM
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![]() Endless Oddesy ![]() Group: Valkyrie Posts: 535 Member No.: 1,283 Joined: 4-December 08 |
Yeah, we should definitely have more terrain this year. Jacob posted some of what he is building for miniatures on the image board.
I doubt it will be an issue for you to use some. |
| Col.hawkrin |
Posted: Apr 5 2011, 01:11 PM
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![]() Space Captain Harlock Group: Argonauts Posts: 29 Member No.: 1,515 Joined: 12-November 09 |
I have no issues with this in fact I was planning for such. So far I'm going to use half space and half destroyed colony for the Gundam terrain.
It will look something like this. What do you think sirs? ![]() |
| Spyke114 |
Posted: Apr 5 2011, 08:11 PM
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![]() All-scale Irresponsiblity Group: Chop Squad Posts: 221 Member No.: 5 Joined: 19-February 05 |
It's.... It's beautiful... TwT How big is it going to be and how do I help make it happen? @Vincent: Ohhh! I remember that! Like I said before, it *would* have been a sound idea to have all of your suits in position like that in order to group fire something if rockets didn't do splash damage... ^^; I just had an idea... What if we give it a Command Point system like Valkyria Chronicles? Would that be an improvement? For those who don't know, the system assigns each commander (Player) a certain number of Command Points (CP) at the start of every turn that they can spend to move their units or call in special abilities, which would be a great lead in to adding those New Type powers we wanted last year. Bigger things, like battleships and Mobile Armors, would take extra CP to move since they have the potential to rape much face. (Mike and I ran a test where he brought in his Space Battleship Yamato toy... I'm still unsure of how to best incorporate those and Gundam has some too.) Each unit would cost 1CP, allowing it to both move and attack normally, and after that, it would start suffering increasing movement penalties for repeated use on the same turn. In Valkyria Chronicles, you could also spend CP as "Orders" that would allow you nice perks such as calling in sniper and mortar strikes for free damage against units who couldn't be efficiently killed otherwise, giving one or all of your units increased defence, evasion or attack, or just simply revealing all enemy positions on the map for that turn. Most of these can already be called a New Type power anyway, so giving the guy inside your Gelgoog a +10 to his hit or evade rolls for a turn would be feasible and cost you 1 or 2 CP. This even leads to incentive to use "Commander type" models since those could grant additional CP! This way, Char and Johnny Ridden's Zaku's might not literally perform better than any other Zaku, but they're granting you 10CP to play with instead of 8. (it DOES make a difference. That's like having a free artillery strike just for having two guys on the field.) Also, unspent CP is preserved and added onto the pool for the next turn. Pros: You can move the same unit multiple times in the same round if need be. Changes the game from Gundam: Makai Kingdom style to Valkyria Chronicles Gundam. Easy incorporation of NT powers. Incentive to use that Zaku IIS. ??? (things not considered yet) Cons: Current system works well enough already. This might SUPER NERF funnels (remote attack beam pods) if each funnel takes 1CP to do something. ??? |
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| Col.hawkrin |
Posted: Apr 5 2011, 11:58 PM
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![]() Space Captain Harlock Group: Argonauts Posts: 29 Member No.: 1,515 Joined: 12-November 09 |
First off I really hope your willing to run this event in tabletop. I can get the terrain ready, but the rrrrrules, that's a different story. I have no idea how big the tables are in the room. Worst comes to worst we can shove some tables together.
As far as changing the system to work off of cp's that is a good idea because. A. It limits people from having more Gundam's then another player B. It adds a certain degree of resource management to the game that it might benefit from. And a good way to incorporate ships into the battles would be to include some sort of laser bombardment. As in not requiring a model to show the ship, but having its shooting affect the game still. You would have to make it beefy though for coolness and maybe increase its cost to two cp and limit it to one or two per game. |
| Spyke114 |
Posted: Apr 6 2011, 01:30 AM
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![]() All-scale Irresponsiblity Group: Chop Squad Posts: 221 Member No.: 5 Joined: 19-February 05 |
I was already slated to run this again this year, so no worries there.
I'm kinda worried though that this is still coming across as a "Table-top" game, even though "Room-top" is more accurate as it actually requires a portion of a room sometimes. Actually, back when Alex and I first made this, we were using almost all of his trailer in one game since I took out all of his units except for one and he kept running away. Since then, we've included area limits but that WAS funny. As for CP system, I'll get right to work updating the rules to include it. You're right, this system DOES keep things balanced in the face of an insanely huge army for new players who might not have their own models and/or will be borrowing from my stock again. Thanks for the input ^^ (Also, just like the tanks in Valkyria, battleships would DEFINITELY cost more CP) My current to do list: Modify rules (Last years version is found here) Figure out CP for funnels... Thinking 1CP moves 3 of them, since most MS that have them only have six. Build, or commission someone more skilled than myself, to build cardboard Musai and Salamis so that we can have a cool objective. |
| Col.hawkrin |
Posted: Apr 6 2011, 02:16 AM
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![]() Space Captain Harlock Group: Argonauts Posts: 29 Member No.: 1,515 Joined: 12-November 09 |
I can try to build a salamis class ship. I am really good with cardboard. What size were you thinking?
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| Spyke114 |
Posted: Apr 6 2011, 02:45 AM
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![]() All-scale Irresponsiblity Group: Chop Squad Posts: 221 Member No.: 5 Joined: 19-February 05 |
Holy shit, what kind of retard wrote these rules last year?! Everything is all over the place!!! (btw, it was me... >.< )
At the very least, I hope these become easier to follow with their new format. As for the 'ships... If you feel like making things to scale like the models are... I really like either 1/144 or 1/100 scale. The ships themselves (canonicly) are as follows: Magellan: Dimensions: overall length 327 meters; overall width 102 meters; overall height 96 meters Salamis: Dimensions: overall length 288 meters; overall width 68.5 meters; overall height 61.3 meters Musai: overall length 234 meters; overall width 98.4 meters; overall height 79.4 meters Numbers obtained here. With the Magellan and Salamis both being almost 10ft long if made 1/100 scale, I can understand if you don't want to make them quite that big. However, that would be AWESOME and I would love you forever, and probably offer paper currency or at least assistance. |
| Spyke114 |
Posted: Apr 6 2011, 04:06 AM
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![]() All-scale Irresponsiblity Group: Chop Squad Posts: 221 Member No.: 5 Joined: 19-February 05 |
Found an interesting note I made when playing this last year with new guys. It says "Nerf Cannons". I don't really remember what happened last year, but I'm thinking that it had something to do with Guntank having two 180mm cannons and Guncannon having two 240mm cannons on their shoulders.
The way things are right now, Magella-top cannons and 180mm cannons used by Zakus and other ground combat MS do 80 damage and can fire in an arc (in gravity) at any enemy unit as long as one of your own MS have a line of sight on it. What probably happened is that I was retarded when I wrote this and forgot that Guncannon has TWO cannons that are not only bigger, but also fire linked. So now I'm at a weird spot where I can nerf the 180mm down to 70 damage or so (compared to 65 from a standard beam rifle), so that Guntank does 140 damage if it hits. "Lightweight" suits only have 150 default HP without a shield. I understand that these cannons are large artillery pieces that make BIG holes in things, but nearly one-shotting something is kinda rediculous. Also, if you're shooting something of a smaller scale, then that IS a one-shot if they don't have a shield. It might be possible to give the defender a 2d20 evade roll, or maybe just a +dX roll in general since they won't be counter attacking in most situations, but I'm still concerned about this. Also, I have NO idea what to make the 240mm damage until this gets sorted. (for now just placing it at 140 damage with 180mm's sitting at 65) Edit: Also thinking about giving all machine guns a +5 to their damages since there are a lot more factors that make them seem pretty useless right now compared to rifles. Edit2: Executing operation: FUCK THIS!!! and redoing pretty much everything's damage since the old numbers were based on the possibility of critical hits that doubled the damage given. Since that's not there anymore, a LOT of these numbers just seem wrong. Like beam rifles. Why do they only do 65?! because in the early versions of this when it was just three guys who even KNEW that this game existed, that 65 could become a 130 if the shooter was lucky. Then again, maybe it's still a good number since that keeps things from being over too quickly. .... Nahh! *resumes editing* |
| Vincent |
Posted: Apr 6 2011, 06:18 AM
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![]() Expert of Justice Group: Argonauts Posts: 1,847 Member No.: 410 Joined: 9-April 06 |
Yeah, cannons were pretty much insane. If I recall correctly they had splash(Or just a really wide AOE) and that one guy had like, 4 or 5 cannons so every turn both of of the other armies were getting destroyed before we could even get close.
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| Spyke114 |
Posted: Apr 6 2011, 08:45 AM
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![]() All-scale Irresponsiblity Group: Chop Squad Posts: 221 Member No.: 5 Joined: 19-February 05 |
Nah, those were the bazookas. I don't think that they're any worse than any other weapon unless you bunch your dudes up. ^^;
Alright, I have the almost final version of this incarnation of the rules up on the AP mailing list (I hope), so this year it's shaping up to be something pretty damn awesome. I am pleased. ^^ SIEG ZEON!!! |
| Vincent |
Posted: Apr 6 2011, 10:39 AM
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![]() Expert of Justice Group: Argonauts Posts: 1,847 Member No.: 410 Joined: 9-April 06 |
If I'm able to get over my loss to play this year.
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| KaiserMikeB |
Posted: Apr 6 2011, 11:33 PM
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![]() GeddiRanger Red! ![]() Group: Admin Posts: 5,178 Member No.: 1 Joined: 19-February 05 |
I like the unevenness factor because it sort of required smaller factions to ally up, adding another degree of interaction to the game, but I'm also a pretty big fan of CP.
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| Vincent |
Posted: Apr 7 2011, 12:00 AM
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![]() Expert of Justice Group: Argonauts Posts: 1,847 Member No.: 410 Joined: 9-April 06 |
Of course you are Mike. We all knew that.
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