lefttop righttop
leftborder rightborder
leftborder
Welcome, Guest. Please login or register.
December 20, 2014, 03:55:54 AM

Login with username, password and session length
Recent
[Today at 03:43:37 AM]

[Today at 03:14:04 AM]

[Today at 03:08:44 AM]

[Today at 03:07:16 AM]

[Today at 02:57:17 AM]

[Today at 02:32:28 AM]

[Today at 02:29:56 AM]

[Today at 02:29:09 AM]

[Today at 02:25:03 AM]

[Today at 02:15:04 AM]
Pages: [1] 2 3 4 ... 7   Go Down
Author Topic: ViDe Sci-Fi!  (Read 13719 times)
0 Members and 1 Guest are viewing this topic.
Marauder
librarian




Offline Offline

Age: 41
Location: Vancouver
Posts: 133


« on: March 07, 2012, 06:33:45 AM »

So, lets talk about generic sci-fi ViDe style:

http://www.lead-adventure.de/index.php?topic=36234.0

What are people hoping it will cover?

My wishes are that it does justice to my collection of AT-43, DUST (technically weird war but hey its close) and Star Wars minis - and lets my buddies who have 40k models still join in on the fun (but not in a way that makes it a GW clone or infringes on GW IP).

I really feel ViDe is a good system for Sci-fi, as it seems quite capable of handling a variety of different weapon types - and WWII has barely let it scratch the surface on infantry armour (i.e. saves) - so we know it can do more of that.  I think too that jump packs and jet bikes need to be added to the mix for infantry.  Droid troops would be great too!

For vehicles I think we'd want some more movement types - like skimmers and walkers.

I also think it would be great to have individuals with exceptional powers - these could represent a number of things from different settings (like the force in starwars, subroutines for the therians in AT-43 or psychic powers from 40k).  Definitely a bit difficult to balance - but I think they could be structured in much the same way as command has been done in ViDe.

Anyway that's just my starting ideas - love to hear what others are interested!

-Tim
Logged
Agis
villainous mastermind
Moderator
scatterbrained genius




Offline Offline

Location: Berlin
Posts: 3064


WWW
« Reply #1 on: March 07, 2012, 08:12:29 AM »

Thanks for starting the discussions, please let some ideas fly around.
 Cool
ViDe SF is still in its very early stages (right now I paint the final minis for the initial Pacific War releases and make the last layout adjustments), so now is the time to get your input.  Hypno

Logged

cheers and keep on gaming, Agis - http://www.adpublishing.de
dijit
Supporting Adventurer
scatterbrained genius
*


And when Eric eats a banana...

Offline Offline

Age: 34
Location: Vejle, Denmark
Posts: 3130


« Reply #2 on: March 07, 2012, 07:57:38 PM »

One thing would be lots of different alien types, kit and weaponry and the ability to mix and match different units together within the same platoon.
Heroic individuals as mentioned by Marauder would be good too (peerhaps even necessary) to get a nice space opera type feel.
Duncan
Logged

'War is unquestionably mankind at his worst. Yet, paradoxically, it is in war that men individual men often show the very best of themselves. War is often the result of greed, stupidity, or depravity. But in it, men are often brave, loyal, and selfless.'
I wargame to be inspired.
Marauder
librarian




Offline Offline

Age: 41
Location: Vancouver
Posts: 133


« Reply #3 on: March 07, 2012, 08:38:01 PM »

To do space opera or space gothic you really do need some superior hand to hand weapons. 
Logged
basaint
scientist



Gamer, creator...In AZ

Online Online

Location: Phoenix, AZ USA
Posts: 229


« Reply #4 on: March 08, 2012, 03:47:45 AM »

I love my VOR/Void minis so definitely rules to make use of them.  Vor had a unit creation section but everyone said it had flaws so that is a def plus for a game (for me).
Logged
Agis
villainous mastermind
Moderator
scatterbrained genius




Offline Offline

Location: Berlin
Posts: 3064


WWW
« Reply #5 on: March 08, 2012, 07:17:09 AM »

Keep it coming guys...
 Wink
Logged
Penchour
Supporting Adventurer
scientist
*



Offline Offline

Age: 40
Location: Nancy - France
Posts: 386


WWW
« Reply #6 on: March 08, 2012, 08:01:46 AM »

A set of rules that would be 'imagination friendly', rather than rely on a set of races/armies you can't modified would be a excellent starting point Wink
Logged

NurgleHH
mastermind



Spacelord

Offline Offline

Location: Near the Madness in the North of Germany
Posts: 1325


WWW
« Reply #7 on: March 08, 2012, 10:19:45 AM »

For SciFi it is only necessary to do a supplement. In this book should be:

  • Weapontables
  • expanded Armour-Rules
  • Rules for flyers/Gliders
  • Special rules for Aliens with different Anatomy (more Legs/Arms, Tentacle, and so on)
  • Maybe rules for Indoor-fights like Spacestations
  • Zero-G and other Atmospheric Extravaganza

Nothing more is really necessary.
Logged

dijit
Supporting Adventurer
scatterbrained genius
*


And when Eric eats a banana...

Offline Offline

Age: 34
Location: Vejle, Denmark
Posts: 3130


« Reply #8 on: March 08, 2012, 10:20:17 AM »

Probably generic alien 'types' rather than races would be better (though maybe with an example race or two for each type). That way people can take whatever minis they have then apply the best alien type or archtype to them. Hvaing a galaxy filled with loads of weird and wonderful races would be far more interesting and allow far more imagination on behalf of the players than the usual 4 or 5 races. Factions or whatever would be more based around political ideals (ala the Culture books) or the defence forces of system lords/governors/barons (ala Dune).
Logged
Dewbakuk
Supporting Adventurer
galactic brain
*



Offline Offline

Age: 34
Location: Nottingham
Posts: 5092


« Reply #9 on: March 08, 2012, 10:44:35 AM »

I'd like the ability to have 'off table support'. One of the sci-fi forces I'm slowly building up is a special forces type group with lots of light, fast vehicles. If you think of it in a modern situation, such a force would have access to support from artillery/ships/planes etc as well as satellite imagery and support teams. It'd be nice if this could be represented by calling in barrage attacks, interfering with enemy 'reserves' and other such things.

The other force that I'm building up (very slowly after a couple of disasters with a scratch build) is a desert/wasteland colony/convoy group. One massive vehicle that transports and houses everything like a ship, think Jawa Sandcrawler or Dune Spiceharvester which carries buggys and bikes etc to deploy as outriders and against raiders. I've always figured I'd have to use the big vehicle as a piece of scenery but having a way to make it part of the game would be good.

But that's just my opinion, I might be alone  Cheesy
Logged

So many projects..... so little time.......
Penchour
Supporting Adventurer
scientist
*



Offline Offline

Age: 40
Location: Nancy - France
Posts: 386


WWW
« Reply #10 on: March 08, 2012, 11:08:17 AM »

Campaign rules would be an excellent point, in addition to quick engagement possibilities  Cheesy

Not sure on what's best way to define weaponery : 1) have a tech level defining what an army may access, and at what cost, 2) leave it free, only considering cost, 3)define a primary source of weaponery for each army with extracost for buying weapons out of this source ?
Logged
Marauder
librarian




Offline Offline

Age: 41
Location: Vancouver
Posts: 133


« Reply #11 on: March 08, 2012, 06:43:24 PM »

Lots of great suggestions here guys.

IMHO I think that this book should be a stand alone book.  There may be lots of people interested in it that are not interested in the WWII main rulebook.  Plus, if the sci-fi version needs to modify/add to any of the core game rules it would be more clear if presented unto itself.

For alien races I could see there being a list of "alien traits".  All infantry units in your army would have to take the same alien traits (unless of course you had some mixed race army).  I don't see the need to have different unit templates for different alien types - but there could be lots of traits.

I'm not sure how I feel about tech trees.  I think they are a great thing for space ship games - where WYSIWIG only really applies to ship size and not weapons or other systems.  In a 28mm game though you can see what is on the miniatures and in general (most players) will just want rules to represent what the model is carrying.  So I think I would go with #2 above - just have points cost for weapons and don't worry about tech.

-Tim
Logged
A_Train
scientist




Offline Offline

Age: 35
Location: NS - Canada
Posts: 356


WWW
« Reply #12 on: March 09, 2012, 12:19:26 AM »

I'd just like to state that I have never played any ruleset of SciFi (that includes 40K), and yet, I am interested in starting.  To me, my  desire is to buy figures I like (I am looking at WargamesFactory ShockTroopers and UrbanMammoth VASA troopers) and be able to play games with them.  I think what is necessary is a basic guide to creating armies, without being dictated what is required.


As for campaigns, I'd really like to see something that includes a map, where each batter you fight is for control of a territory, that will be captured by the winning team.


I am really excited about this idea, what sort of timeline is it on?

EDIT TO ADD:
Also, Solo rules would be cool.  Maybe not as full as the main game, but maybe you could dumb down a bug race, or primitive aliens into a set of automated moves.  That would be cool
« Last Edit: March 09, 2012, 01:00:27 AM by A_Train » Logged

Marauder
librarian




Offline Offline

Age: 41
Location: Vancouver
Posts: 133


« Reply #13 on: March 10, 2012, 07:17:11 PM »

Well I had a day without internet (meetings!) so instead of reading I just came up with all sorts of ideas and questions.

First a few more wish list item:
1) Mechanics (as seen in Dust and AT-43 - I know its not very realistic, but it can be pretty fun!)
2) Tactical power armour and/or large infantry models (terminators, at-43 big power armour or karmens, tyranid wariors etc)
3) Electronic warfare specialists (as seen in the red blok - maybe they have a way of interfering with initiative checks, calls for artillery/airstrikes, or other command functions)

And some questions for Agis:
4) Will players get to design their own weapons or will you have a list (big) of weapons to pick from when making units/vehicles
5) Will you be adding d8's into the mix for some weapons (say like a plasma gun that is primarily anti protected infantry but could also damage lighter vehicles) - or is d6+x sufficient?
6) How will the sci-fi game scale with the WWII version?  Will everything in the sci-fi be stronger, tougher and more expensive or will they more or less have the same power level but just feel more futuristic?
7) How will vehicle design be handled?  I have a bucket of ideas but just wanted the gist of what you are thinking cause left wide open I could write essays on it  Wink

-Tim

Logged
twrchtrwyth
Supporting Adventurer
scatterbrained genius
*


Don't join dangerous cults: practice safe sects.

Offline Offline

Location: Cymru/Wales, Empire of Helium
Posts: 3306


WWW
« Reply #14 on: March 10, 2012, 07:34:42 PM »

    • Special rules for Aliens with different Anatomy (more Legs/Arms, Tentacle, and so on)
    And wings. Wink
    Logged

    He that trades Liberty for Security will soon find that he has neither.

    Benjamin Franklin

    Pages: [1] 2 3 4 ... 7   Go Up
     
    Jump to:  

    Related Topics
    Subject Started by Replies Views Last post
    ViDe reactions Victory Decision Foxxxy66 13 1914 Last post June 05, 2011, 11:39:13 AM
    by ali the conqueror
    ViDe first play Victory Decision alep 2 866 Last post June 08, 2011, 06:22:44 PM
    by Agis
    ViDe for Vietnam Victory Decision « 1 2 » NurgleHH 18 2803 Last post July 12, 2014, 10:30:24 PM
    by NurgleHH
    A few questions for ViDE Victory Decision lostpict 1 634 Last post October 24, 2012, 02:43:55 PM
    by Agis
    ViDe: Battle on Planet Hroth Future Wars « 1 2 » Dr. The Viking 18 1135 Last post April 23, 2014, 08:55:28 AM
    by Dr. Zombie
    rightborder
    leftborder




    Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines
    TinyPortal v0.9.8 © Bloc
    Waltz design by IchBin
    Valid XHTML 1.0! Valid CSS!
    leftbottomborder   rightbottomborder