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Resin Addict Forum • View topic - Robots - 3d modeling
Page 2 of 2

Re: Robots - 3d modeling

PostPosted: Fri Dec 20, 2013 3:41 am
by Malika
Tell me more about those airships and that BFG system.

One of the reasons why I've started designing these interiors was not only because I love Space Hulk so much, but the whole idea that you can switch between games during the space ship battle. Meaning you could play out boarding actions whilst also having the battle between ships outside. :D Not sure yet how that would work yet...

Re: Robots - 3d modeling

PostPosted: Fri Dec 20, 2013 4:26 am
by Islacrusez
Having boarding actions played out that way would slow the game down painfully I think. It's a theory I've entertained too, and much as I like the idea of small squad-based tactical combat, it's too long to occur multiple times per turn, or even just once every few turns. One potential way to do it would be have it as part of a campaign sequence, where the objective in space is to board, and the way you accomplished it would then dictate what units you get and what units you face and such.

The airship combat system is something I worked on for a little while, but the amount of work needed to create a system from scratch is too much at this moment in time, especially when the system is to be quite complex. It's largely inspired by Gun of Icarus, and is envisioned to be a miniatures + dice + card system. It'd be a more tactical system and would be more like 2-3 ships per player rather than a large fleet game. Each ship would be largely unique, with fairly large scale miniatures (potentially 10mm scale to allow players to put all manner of crew aboard from their favourite manufacturer), and interchangeable weapons and modules. These would be applied as cards over a small cardboard reference sheet for the ship itself. Unique crew members could also be used, with special abilities etc.

The BFG-inspired system with d12s. Originally it was to be a straight port of BFG to d12, but there were little things I wanted to change, so I did, and then there were a few other things, and eventually very few of the original rules still existed. Currently rewriting the shooting rules. Most of the basic ruleset is now written. The idea now is that it will have legacy support for BFG ships, and they should port almost straight across. You might not be able to play BFG vs my universe, but BFG v BFG should be possible. Also I hope you like carriers, because there's now 4 types of bomber :P

If anyone's interested I could post my work in the projects section?

Re: Robots - 3d modeling

PostPosted: Mon Dec 23, 2013 7:49 pm
by Malika
The airship game sounds like the original premise I've had for a spaceship game, very large ship models which would almost function as large pieces of terrain, each side having 1-3 of them, and then fighter craft in between them. I might still go for a similar system with my Legion ships, need to ponder more about that! :)

I agree with you on the boarding action stuff, check the thread on the SG forums for more on that. :)

Re: Robots - 3d modeling

PostPosted: Tue Dec 24, 2013 2:51 am
by Islacrusez
I've been following the BFG Boarding thread rather intently, though mostly it's been echoes of what I've said, or the same thing but backwards (boarding action first, space combat later). Also the beginnings of my Airship system are in a thread in General Discussion over there, too. My space combat system has progressed much more swiftly though, probably because I've taken the BFG rulebook, made a summary of what's in it, and then replaced rules line-by-line...