By Steve Cole (Stevecole) on Saturday, June 22, 2019 - 07:12 pm: Edit |
Partial list of potential future products
Some will never be done.
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SFB: The Xorkaelian product
Star Fleet Operations (Module V)(Fed Admiral)
SFB: booms and saucers
SFB: tugs and pods
SFB: module K2
SFB: Module J3
SFB: Module Q Sublight Battles
F&E 1" counters (not practical)
F&E Risk (player discussion, not an ADB project)
SFB Prehistoric Empires (Old Kings, Lizard Kings, Leopard Kings, Spirit Kings)
By Steve Cole (Stevecole) on Monday, June 06, 2005 - 10:24 am: Edit |
Updated list of every product idea we ever had
Alpha-vs-Omega: possible products for SFB, F&E, and other game systems that happen after Operation Unity.
Best of Star Fleet Times: a special issue of Captain’s Log using all of the material from Volume 2 of Star Fleet Times. To do this, first we’d have to find all of our back issues.
Calendars: An old suggestion first proposed by Robert Glass of Agents of Gaming. Basically, some new art (that would later appear on products) and lots of old art along with bits of information and game material.
Character figures Aliens 1: this would include the Gorns, Tholians, and an Orion Slave Girl.
Character figures Federation Officers 1: this would include an Andorian, a Human, and a female.
Character figures Klingon Officers 1: This would include a male and female Klingon and a Dunkar.
Character figures Romulan Officers 1: this would include a female and two males.
Coffee Mugs using SFU art.
D20: see Prime Directive.
D6: see Prime Directive.
Extreme Missions: see SFB Suicide Missions.
F&E Andromedan War: an expansion to F&E covering the Andromedan invasion. This would use fighter factors for the satellite ships.
F&E Civil Wars: This would include the Kzinti Civil War, the Romulan Civil War, the Lyran civil wars, theoretical other civil wars, and possibly the WYN cluster. It might even include the Vudar.
F&E Defensive Operations: this might be the best place to present the national guard ships.
F&E Early Wars, a hypothetical variant of F&E set in the Early Years.
F&E ISC War: An expansion to F&E covering the ISC intervention. Virtually all of the scenarios would be non-historical since the historical ones are really boring. Since the Andro invasion kind of messed up the ISC, we would ignore it. There would be a general combat scenario for each sector.
F&E Large size counters: once we have Federation Commander and its 1" counters, some what a sheet of such counters for F&E, perhaps just for fleet markers, or starbase markers, or carrier group markers.
F&E Magellanic War: a hypothetical variant of F&E in the Magellanic Cloud.
F&E Nebulous Operations: a fanciful idea for an F&E product including all of the junk from SFB that F&E players do not really want, such as Legendary commodores, minesweepers, bombers, war cruiser leaders, etc.
F&E Omega War: A hypothetical variant of F&E in the Omega Sector.
F&E Risk: not really a party of F&E at all, but this is the title it is known by. Several have suggested a "strategic game as simple as Risk" might be marketable. The problem is that the Risk game system works by continents with restricted access routes. This might be created by having only a couple of points where you could pass over the Fed-Klingon neutral zone. Some have done extensive thinking about this and rumor has it that a couple of prototypes (not done by or ever seen by ADB) may exist in remote regions.
F&E Sargasso War: A hypothetical variant of F&E set in the Sargasso Storm Sector.
F&E Strategic Operations: Detailed in CL30 as an F&E expansion including hospital ships, diplomacy, engineers, additional ships, survey ships, off map raids, huge auxiliaries, operational bases, Sector bases, operational speed 5 ships.
F&E Trade Wars: a post-Y205 game, possibly with an alternative map, showing the second generation X ships and their wars.
F&E Warbook: A theoretical complete rulebook of the entire F&E game system, compiled from all products, with the errata included, with the results of a witch hunt through the rulebook added, and with everything inter-edited.
F&E Web War: A non-historical variant of F&E based on the premise that the Tholians (rather than the Andros) invaded our galaxy.
Federation Commander Klingon Border: The first in the series, would include Klingons, Zintis, and seeking Weapons plus Planet terrain type.
Federation Commander Piracy Patrol: The part where you fight pirates. Introduces some new technologies? Includes cloaking device. Includes one new terrain type.
Federation Commander Romulan Border: The part where you fight Romulans. Introduces Gorns and plasma torpedoes and cloaks and one new terrain type.
Federation Commander Tholian Border: Expansion to the series including Webs, asteroids, and more ships.
Federation Commander War & Peace: An incredibly cool title somebody suggested for a general expansion to FC.
Federation Commander: A new game system, not to replace SFB but to pick up customers who ran screaming from the rulebook. Would have 8 impulses, megahex counters, faster damage allocation, energy allocation done on the fly with tokens, etc. Leave out all of the goofy rules and simplify the heck out of everything else.
Fiction product: see star fleet journal
Futures That Never Were: proposal by Ken Burnside for an alternate history book. Not sure what game system (SFB? RPG?) this would be for.
Fuzion: An RPG system we considered licensing for Prime Directive but it is basically defunct.
Gold Hat Card Game: Done by Phelps and Rodeghero, inside jokes abound, could be done on Kyocera and sold at Origins. I think we still have the cards on the hard disk but didn’t like doing the game as you had to cut out the cards by hand. No longer an issue with our electic cutter.
GURPS: see Prime Directive.
HERO: see Prime Directive.
Imperial Succession: A game design half-done by SVC in which players controlled a Romulan Great House and were trying to maneuver relatives into positions of power and influence. No real work was ever done.
Invasion: See Klingon Invasion, Romulan Invasion
Klingon Invasion: A theoretical faster-paced strategic game, not to replace F&E but to reach the market of players who found F&E too much to do. Would use a faster game engine similar to Columbia Games wooden blocks or perhaps Axis & Allies. This game could be combined with its sequel Romulan Invasion into one big game.
Klingon Rapid Assault Group: This would be a fast-paced beer and pretzels "first person shooter" using a color playing map and color one-inch counters. The original idea was to license the game system of the Steve Jackson Game FRAG but we found out that was basically a videogame and decided to do an entirely different game system.
Leanna’s Fighting Starships: theoretical concept for a coffee table book that would sell to fans.
Lost Worlds swordfight books: Al Leonardi does these books which are printed by Flying Buffalo among others. Each book is a character and any two books can (by using a system sort of like a simpler Ace of Aces) have a swordfight. In theory, all of those customers would be interested in fighting a Klingon.
Megahex: see SFB module H1
Module C Triangulum Galaxy: final product version of E2.
Mouse Pads using SFU art.
Plastic credit card Starship Game: similar to pirates of the Caribbean but the ships would have fewer parts.
Prime Directive Federation: Basically the Federation version of the existing Klingon book. Would have planetary surveys, history, religions, etc. The GURPS version is scheduled for GenCon.
Prime Directive Feline Empires: An RPG book covering the Kzintis, Lyrans, LDR, WYN, and the Jwarundils. Would be done for every game system we can license.
Prime Directive Gorns: An RPG sourcebook including the Paravians and some other Gorn Genome races. Similar in format to the Klingon book, it would be done for every game system we license.
Prime Directive Journal: A theoretical magazine with expansions to Prime Directive that would then be supported by RPG system rules on the internet.
Prime Directive Orion Pirates: an RPG book done for many systems following the format of the Klingon book.
Prime Directive Tholians: an RPG book done for many systems following the format of the Klingon book. This book would include the Seltorians.
Prime Directive: A universe of RPG books for a variety of systems, including PD1, PD6, PD20, and GURPS. We are considering the HERO and several other RPG systems.
Railroad Game: Theoretical concept to adopt mechanics from railroad games and apply them to trading routes around the Federation. Nobody at ADB has ever played a railroad game.
Romulan Invasion: A theoretical faster-paced strategic game, not to replace F&E but to reach the market of players who found F&E too much to do. Would use a faster game engine similar to Columbia Games wooden blocks or perhaps Axis & Allies. This game could be combined with its prequel Klingon Invasion into one big game.
SFB Extreme Missions: see SFB Suicide Missions.
SFB Master Omega Book: A theoretical book compiling all Omega rules.
SFB Master Scenario Book: Take all of the scenarios from the SFB alpha sector books and combine them into one great big book.
SFB Master Ship Book: Take all of the R sections from all of the SFB alpha sector products and integrate them into one great big book.
SFB Master SSD Book series: Ken Burnside suggested that players would buy an SSD book with all of the Federation ships in it so they have them all in one place. We could do that, certainly, for all races.
SFB Module C?: Xorkaelian Invasions: shows the various waves of Xorkaelian invaders which plagued the Alpha Octant for a century. Includes early, middle, genwar, and X-ship designs.
SFB Module C4A more ships for the tiny races: Four of the races only got two ships each, this would give them full campaign capability.
SFB Module C4X Simulator X-ships: X-technology versions of the ships in Module C4.
SFB Module C5 Magellanic Cloud: Ken Burnside’s product based on Module E1.
SFB Module C5R Magellanic Reinforcements: If C5 sells, we could do more ships and races for the Magellanic island galaxy.
SFB Module D?: A package of "racial versions of generic ships" such as sector bases and auxiliary space control ships.
SFB Module D3 Updated with all of the boom and saucer ships published since then. (Note, D3 was a horribly bad seller, but with Kyocera, even horribly bad
SFB Module E3: nothing picked, this is just the next number in the series.
SFB Module H1 Megahex: Full color one inch counters for use with SFB or with FC.
SFB Module J3 Back in the Cockpit: A BBS topic to explore if there might be room for another fighter-based product. Some have suggested that these be the fighters of the post-general-war period.
SFB Module K2 Back to the Gunboats: A theoretical idea for another PF based product with more variants, more tenders, more scenarios etc. Perhaps including post-general-war developments.
SFB Module Omega 5 Omega Squadrons: One of two products done together, each covering half of the races in the Omega Sector. Would add PFs, Tugs, and numerous new warship classes.
SFB Module Omega 6 Omega Flotillas: See Omega 5.
SFB Module Q sublight battles: Old proposal for a non-tactical-warp game. We sort of thought that Module Y covered that.
SFB Module R11 Support Ships: A working file of new ship SSDs that fulfill a support role. One might be the Area Protection Ship.
SFB Module R12 Unique Ships: Prototypes, one-offs, unique variants, and so forth.
SFB Module R13 More Ships That Never Were: Remember module R9? Well, more of that stuff.
SFB Module R14: the next number in the series but no specific product idea exists.
SFB Module V: See Star Fleet Operations.
SFB Module X1R: this would have more first-generation X-ships and partial X-refit ships.
SFB Module X2: This would be the second Generation X-ship that Supplement #2 wasn’t able to do very well.
SFB Module Y2: Return to the early years with even more ships of that antiquated technology.
SFB Ship Comparison Book: Profiled in Module P6, this is a book of charts and tables comparing the ships in SFB so you can see which DW has the most hull, which CA has the fewest batteries, or whatever.
SFB Ship Construction Manual: This would be the "missing" rule S7 which replaced the original designer’s edition rule S3.3 for ship modification. The general idea is to allow you to build your own starships from a set of formulae and templates. In all of SFB, no product has such passionate proponents, and in all of SFB, no product has any significant number of players who not only don’t want to buy it, they don’t want anybody else to be able to buy it. The fear is that unless such a system is "perfect" it will cause fist-fights among players over loopholes found, and it will cause ADB to cancel other products and devote months of time resolving any errors and other problems. Even worse, even a "sloppy" version of this system would take two-three times as much work as, say, another R module.
SFB Suicide Missions: A theoretical third boxed SFB set which might include alternate terrain maps, some optional rules, fractional energy for tractors, more drones, long range communications and jamming, etc.
Ship Comparison Book: see SFB Ship Comparison Book
Ship Construction Manual: see SFB Ship Construction Manual
Shuttle Wars: A concept only, one in which we follow the spirit of Steve Jackson’s CAR WARS and the data from GPD4e shuttlecraft section and build custom combat shuttles.
Star Fleet Aces: by al Leonardi, an SFB version of Ace of Aces.
Star Fleet Assault: An infantry combat game designed to be simple enough it could be played during an SFB game to resolve its ground combat interactions. This game was previewed in Module P6 and is basically a "shoot then move" game where a firing matrix between kinds of shooting units and kinds of target units yields a list of die roll numbers with results of the attack.
Star Fleet Carrier Force: expansion to SFBF with escorts and more carriers.
Star Fleet Invasion Force Force: expansion to SFBF with marine combat ships, planets, bases, and ground troops.
Star Fleet Journal: A theoretical fiction product, or series of novels, or series of anthologies, or mixture of novels and anthologies. We could start the anthology series with all of the published fiction from Captain’s Log. Might be done as apaperback book but we’d have to get into the book trade.
Star Fleet Operations: Once intended as an SFB expansion (Module V) this may be printed as a separate game system. The basic idea is that the map would cover a stretch of neutral zone and the battle stations to either side of it. It would work just as well for any border. Ships would move around and do things in peace, in war, and in times of tension. Ships would have to keep track of fuel and would use a lot of fuel to make a "dash" (usually disengagement). It might have its own combat system, or it might reply on SFB or FC for a combat system.
Star Fleet somethingelse Force: expansion to SFBF, not defined. We have to print all 132 cards (four decks of 33) at the same time. One of these expansions is supposed to include Lyrans and Hydrans and the ISC but I forget which one and may have the names confused.
Star Fleet Strike Force: expansion to SFBF with heavy battle cruisers, stasis field generators, drone bombardment, and whatever else we toss in.
Starline Federation Box 3: To appear this summer using some existing and some new ships.
Starline Federation Box 4: To appear in the fall using the CVS and the five ships not selected for Box 3.
Starline Federation CVS: new ship ordered from Raper for fall release.
Starline Neo-tholian NCL: Master has been made and the mold ordered, but we don’t know yet when it will be scheduled.
Starship Captain: A game concept by Leanna. The map of the Federation has six starbases, each connected by numerous paths seven stations long. Your ship had numerous abilities and supplies and got filled back up at the starbase. You rolled one die and moved that many stations, but could take any of various paths, even going backwards or sideways. The point was that you might be low on stuff and want to get to the starbase where you could stop, skip a turn, and reload. Some stations were "off the beaten path" in Romulan, Kzinti, Klingon, Tholian, or Klingon space. Some stations were (by color code) more likely to cause one of the three categories of encounters (diplomacy, combat, science). You drew a card to see which kind of encounter you found at that station. Then you expended some of your stuff to get die roll modifiers and rolled a die. You either got a Star Medal, or a Service Medal, or a Diplomatic Medal. You could cash in a set of the three for a gold star medal, or you could cash in five unmatched medals for one. The winner is the guy who gets five gold stars first.
Suicide Missions: See SFB Suicide Missions.
Wall Chart showing all ships.
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