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Posted: Fri Jul 16, 2010 12:44 am
by DirkSJ
Is (4O2D4a) needed? It does 6, drones have 4 hits?

Posted: Fri Jul 16, 2010 12:52 am
by Nerroth
Standard tachyon missiles have 8.

Posted: Fri Jul 16, 2010 3:53 pm
by Rick Smith
@Gary: Sorry that I missed the reasons for what factions you chose in a previous post (there's a lot of info on this thread).

Glad you started in on thinking about the Koligahr though. Pleased that the card I did up wasn't just "art for art's sake."

Posted: Fri Jul 16, 2010 4:01 pm
by Nerroth
No problem, Rick.

Actually, if you have the time, please consider having a look at the weapon rules, and see how much of them need re-doing.

(For one thing, I'm kind of uncomfortable with how the distinctions between standard shot, double-shot, caseless and double-caseless are explained in the current version of the AC rules.)

Posted: Fri Jul 16, 2010 4:12 pm
by Rick Smith
I'm not really sure, and I'm in no way any sort of rules-lawyer type gamer, but in the true spirit of Federation Commander and the simplification of the rules, I would do away with the caseless and double-caseless options. I don't think there are any races in FC that have that many options for a heavy weapon. Usually a ship just has the option to overload their weapon, if that option exists at all.

But then again, I am relatively new blood to FC and SFB. Those who have been playing the games for eons would know much better than me.

Maybe Mike West would have an opinion?

R

Posted: Fri Jul 16, 2010 4:24 pm
by mjwest
Rick Smith wrote:Maybe Mike West would have an opinion?
I will have an opinion in a couple days.

On a different front, could you give a whack at those variant Iridani mentioned earlier in the thread?

Posted: Fri Jul 16, 2010 4:36 pm
by Rick Smith
Thanks Alex!

You know, I just received my copy of War & Peace. You're right. HETs are green now. Something I have to keep in mind for the future...


Alex Knight wrote:Very nice. Nicely done card. I know had issues with a color-shift on my Fed DHD especially between command and systems (Captain's Log 33 I think... the second one with Fed Com stuff...) after printing. Also - something I have to fix - High Energy Turns are green now. :-D

Also, glad to see that it's a goof on the Marines... otherwise I'd have been thinking Seltorans to the nth degree.

Posted: Fri Jul 16, 2010 5:18 pm
by Nerroth
With the arrival of CL23, I can have a look at the power outputs of the 4 Vari ships included.


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Two of the ships are torpedo variants of pre-existing hulls.

The CT has 34+4 power and MC 1, the same as the other CA variants; which is probably not enough to really get a handle on its particle splitter torpedo array.

The FT, a variant of the destroyer-sized heavy frigate, has 21+2 power and MC .5; a bit less than the standard hull. Again, a less than ideal weapon fit


The two new hulls, in contrast, are the ones that are really worth paying attention to.

The CC has 46+8 on a MC 1 hull; more than on the Battlewagon! It really should be re-named, as it's a lot more than you might expect out of a ship with that designation.

The most distinct ship is the WC; a type of 'new light cruiser', though not technically a war cruiser type. (Close enough, though.) It's got 33+3 power and a MC of .75, and has 4 PSTs to arm on the go. Apparently, the Vari built PB variants of this ship too, and that could work quite well for them. Brand new hull design, by the way.


Those latter two ships, along with a new variant or two of the wing cruiser, could definitely shake things up for the later Vari fleets.



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Oh, and between the Imperium ships presented in CL23 (kinda look like Seltorians with turrets) and the three empires previewed in Module E2, the Triangulum Galaxy might be an interesting place to go explore in FC some day...

Posted: Fri Jul 16, 2010 8:50 pm
by Rick Smith
Hi Mike, sorry I missed this.

Did you mean make up a ship card for the variant Iridani? Or were you talking to Gary and asking him to refine their rules? Sorry.
mjwest wrote:
Rick Smith wrote:Maybe Mike West would have an opinion?
I will have an opinion in a couple days.

On a different front, could you give a whack at those variant Iridani mentioned earlier in the thread?

Posted: Sat Jul 17, 2010 12:15 am
by mjwest
No problem. I meant ship cards. Gary already has rules; ship cards would let me test them out.

Posted: Sat Jul 17, 2010 3:26 am
by Rick Smith
Sounds like a plan, Mike. I can probably get it finished by Tuesday or Wednesday, as my weekend is a little busy. Does that work for your schedule?

OK, just to be sure we're on the same page before I dive in, is this the Iridani Galleon-B you had referred me to in your email to me Gary? With the VIP module in the front slot and a Weapons module in the back slot?

Thanks guys,
R

Posted: Sat Jul 17, 2010 1:36 pm
by mjwest
I have no schedule, so whatever works for you, works for me.

And, yes, that sounds like the right ship.

Posted: Sat Jul 17, 2010 5:32 pm
by Nerroth
That's the one, Rick; along with that other ship I was asking about.


(Assuming they are approved for use here, that is.)

Posted: Sun Jul 18, 2010 11:10 am
by Sneaky Scot
Gary,

Love the work (although the Bolosco made my head hurt - I'll try that again when I'm less tired and emotional!). I note your comment about caseless AC shots - would this be an area ripe for simplification where you could just abandon the idea (as per proximity photons or plasma shotguns)? IIRC caseless AC shots weren't in at the start of the Omega project; was it a balance thing?

Posted: Sun Jul 18, 2010 6:22 pm
by DirkSJ
Sneaky Scot wrote:Gary,

Love the work (although the Bolosco made my head hurt - I'll try that again when I'm less tired and emotional!). I note your comment about caseless AC shots - would this be an area ripe for simplification where you could just abandon the idea (as per proximity photons or plasma shotguns)? IIRC caseless AC shots weren't in at the start of the Omega project; was it a balance thing?
In general special modes should probably be removed from all weapons, yes. That's one of the main simplifications that FC does, reducing complexity.

Heavy weapons should have one fire mode plus overload OR one alternate fire mode (but try to favor overload rather than this option if both are available). Non-heavy weapons should have one fire mode only. Looking at current FC weapons this seems to be roughly true across the board.