Page 3 of 17
Posted: Tue Jun 28, 2011 3:16 pm
by silent bob
in ACTA we use AD or attack dice. so weapons will be allocated a number of attack dice in the arcs that they would generally use in fedcom but not using 60 degree splits, usually 90s or 180s (although klingons have some funky arcs as suits most their weapons) or in the case of most phaser 3s turreted.
again torpedos will have arcs. in ACTA we have slow loading weapons so weapons like torps and plasma would probably be slow loading but obviously more powerful.
the other way we have of making weapons more powerful is by using traits, like multi-hit which means you get more hits for each actual hit, or devastating which adds whatever devastating number the weapon has to the critical chart obviously making the criticals worse.
Posted: Wed Jun 29, 2011 3:03 am
by Mike
Thanks, Bob.
Posted: Wed Jun 29, 2011 7:09 pm
by Dan Ibekwe
In FedCom, virtually any (undamaged) warship can move at speed 32, trading speed for weapons.
In ACtA B5 each class of ship was given an arbitrary speed.
Bob, how is movement handled in ACtASF?
Posted: Wed Jun 29, 2011 8:00 pm
by silent bob
currently each ship is given an arbitary movement. which I doubt I could get changed to everything moving the same. its something I will put forward with obviously turns being the differance in agility
Posted: Wed Jun 29, 2011 8:18 pm
by ericphillips
Silent Bob:
Is the Star Fleet version going to be stand alone, or is the intent to make it compatible with Noble Armada so you can mix ships from both and fight.
If compatibility is not the goal, I would suggest making changes (thoughnot a whole lot) tohelp capture the feel of SFU more. Maybe someway that you can set speeds, trading offensive ability.
Posted: Wed Jun 29, 2011 8:58 pm
by silent bob
looking at it at the moment I dont think they will be compatible. the base rules will be more or less the same though.
I have suggested ships being able to move the same speed but being different in manoeuvrability using some of the traits etc we already have in the game.
Posted: Wed Jun 29, 2011 9:20 pm
by Dan Ibekwe
Bob - thanks for the swift reply.
Posted: Wed Jun 29, 2011 9:22 pm
by silent bob
no problems. if i can answer stuff without giving too much away I will. it will be good to bridge 2 games systems I play and hopefully increase the player base of both.
Posted: Wed Jun 29, 2011 10:29 pm
by Dan Ibekwe
As a former EarthForce player, I rather hope there aren't any Boresight weapons in ACtASF, except perhaps for Maulers.
Actually, that's a point. Will ACtASF include things such as Maulers, fighters, scouts, X-ships et.c?
And has he initiative system changed from the B5 system? (Contemplates prospect of fielding thirty-two Hunters as initiative sinks. Shudders).
Sorry for the barrage of questions, I'm curious.
Posted: Thu Jun 30, 2011 8:51 am
by silent bob
currently no boresight weapons and I am guessing that if maulers do eventually make it in (certainly wont be in initial release) then they will not be boresight either as the meson cannons in noble armada have not been forced boresight.
I am sure at a later date knowing matt that fighters will make an appearance, especially as the hydrans have them anyway. scout trait is still in their so yes to scouts.
initiative system is currently the same
Posted: Wed Jul 06, 2011 12:18 am
by Dan Ibekwe
Another question.
Will ACtASF include a campaign system similar to the one in ACtA B5?
Posted: Wed Jul 06, 2011 11:05 am
by silent bob
currently yes, its there. obviously will need some tweaks to the refits etc as dont have psychics in SFU
Posted: Wed Jul 06, 2011 3:30 pm
by Dan Ibekwe
A campaign system and no teeps, excellent, thanks
Posted: Wed Jul 06, 2011 5:36 pm
by Steve Cole
Silent Bob: I made you a unique avatar and sent it to Joel to upload. It should be available in an hour or two.
Posted: Thu Jul 07, 2011 11:53 am
by silent bob
cool thanks, will keep an eye out for it to change