Search found 97 matches

by aelius
Mon Jun 26, 2017 6:16 am
Forum: VBAM Galaxies
Topic: Tech, Special Abilities, and Unit Design
Replies: 78
Views: 2071

Re: Tech, Special Abilities, and Unit Design

I see where your coming from with that. And it makes sense. Having said that, I love designing ships and always do for myself. I can't help it, if the option is there I have to do it myself. That's one of things I like about VBAM. It actively helps the gamer run the game the way they want instead of...
by aelius
Tue May 16, 2017 4:30 am
Forum: VBAM Galaxies
Topic: Diplomacy
Replies: 13
Views: 444

Re: Diplomacy

The Council sounds like a fun optional rule. Also, I like the idea of relations being more event driven. If you want to declare war then you have to ratchet up the tension using incidents and skirmishes. But that gives the enemy a chance to figure out whats coming and prepare. If you want a sneak at...
by aelius
Tue May 16, 2017 3:30 am
Forum: VBAM Galaxies
Topic: Tech, Special Abilities, and Unit Design
Replies: 78
Views: 2071

Re: Tech, Special Abilities, and Unit Design

Don't take this the wrong way, It's not snark just an honest curiosity. :?: I have never understood the need for a limit to ship classes. Maybe its because I came up with Imperial Starfire, but if I want a new class then I design a new ship and put it in production. Especially considering how much o...
by aelius
Thu Dec 08, 2016 5:47 pm
Forum: VBAM Galaxies
Topic: Ground Units
Replies: 37
Views: 878

Re: Ground Units

In answer to Tyrell, I could go with the cheap and easy ground combat. I could also go for the more complicated version. If you really think that this a space game go with the cheap and easy. If you want to have more detail on the the ground then go for it like this thread discusses. Don't go for th...
by aelius
Sun Dec 04, 2016 7:04 am
Forum: VBAM Galaxies
Topic: Space Combat - The Elephant in the Room
Replies: 11
Views: 378

Re: Space Combat - The Elephant in the Room

I also like the swarm trait idea.
And you can also put me down for the single squadron idea. That one change has done more for me to really like the CSCR rather than merely use it because it was the system.
by aelius
Thu Nov 24, 2016 5:24 pm
Forum: VBAM Galaxies
Topic: Ground Units
Replies: 37
Views: 878

Re: Ground Units

Why make ground units have different stats anyway? I have always wondered why you didn't just give ground units the same kind of stats as space units and have them fight their battles in a similar way. They would have special abilities for ground combat, like artillery or anti aircraft, instead of s...
by aelius
Tue Nov 15, 2016 6:39 am
Forum: VBAM Galaxies
Topic: Tech, Special Abilities, and Unit Design
Replies: 78
Views: 2071

Re: Tech, Special Abilities, and Unit Design

Only apply the cost penalty to the second and later upgrades. That way there is no penalty the first time you upgrade a design. But if you get stubborn about it and just have to keep that class rather than design a new one, then you pay the penalty. This would allow players to create variants and up...
by aelius
Sat Nov 12, 2016 11:49 pm
Forum: VBAM Galaxies
Topic: Intelligence Rules
Replies: 21
Views: 635

Re: Intelligence Rules

Use it to give a bonus to any Guerrilla actions taken by the, former, owner of the colony. 8) Actually I would say to let the owner choose, and then roll for success. Guerrilla bonus. Preserve for future use. Would help for Insurgency missions, etc. Expend itself to inflict casualties the turn of co...
by aelius
Sat Nov 12, 2016 11:40 pm
Forum: VBAM Galaxies
Topic: Diplomacy
Replies: 13
Views: 444

Re: Diplomacy

If you want to use Intel to manipulate Tension, use an Espionage Mission for it.
Make it a Diplomatic type that has a low blowback if caught. After all, everybody tries to influence everybody. That's what the Diplomacy game is...
by aelius
Sat Nov 12, 2016 11:30 pm
Forum: VBAM Galaxies
Topic: Ground Units
Replies: 37
Views: 878

Re: Ground Units

It would be nice if there was some incentive for players to spread their attacks around. Right now the incentive is that you only get the full combat strength from the first attacking unit. Therefore in the Hoth example, the Imperials could have chosen to spread out their forces in hopes of taking ...
by aelius
Tue Nov 08, 2016 3:54 am
Forum: VBAM Galaxies
Topic: Non-Aligned Worlds and Non-Player Empires
Replies: 23
Views: 500

Re: Non-Aligned Worlds and Non-Player Empires

I think that is the best way to go. By making AIX into traits you only worry about it when they are extreme. Effectively most races can get along normally just dealing with Tension from interactions, but those Klingons (Aggressive) fight with everybody. And those Romulans (Xenophobic), hard to deal ...
by aelius
Tue Nov 08, 2016 3:47 am
Forum: VBAM Galaxies
Topic: Ground Units
Replies: 37
Views: 878

Re: Ground Units

I mostly use ground forces for garrisons. I deal with heavily defended worlds with the liberal use of Ortillery. If a government is too stupid to surrender when the fleet in orbit says "Surrender or we will bomb you into submission" why should I have to feed my soldiers into a meat grinder...
by aelius
Thu Oct 27, 2016 8:27 pm
Forum: VBAM Galaxies
Topic: Non-Aligned Worlds and Non-Player Empires
Replies: 23
Views: 500

Re: Non-Aligned Worlds and Non-Player Empires

I haven't tested it, but my gut reaction is this: having NAWs be simple and limited in activity with reduced number of traty options, is a *very good thing*. For NPEs, using the slow-reveal method based on some posts from a long time ago as the default would also greatly speed things up, yet preser...
by aelius
Sun Oct 23, 2016 12:28 am
Forum: VBAM Galaxies
Topic: Random Events
Replies: 2
Views: 59

Re: Random Events

I say make it optional because it is not required for the core rules and people who don't like it aren't going to use it anyway.
And fair disclosure, I like the rule and use it.
by aelius
Sat Oct 22, 2016 5:10 pm
Forum: VBAM Galaxies
Topic: Construction Destruction (Shipyards, Convoys, Repairs)
Replies: 16
Views: 397

Re: Construction Destruction (Shipyards, Convoys, Repairs)

I agree, the KISS principle is always a good one to stand by. While logically there is no reason planets shouldn't be able to build bases in orbit, rules wise the convoy rule makes more sense. Although having planets able to build bases in orbit (and only in orbit of an inhabited planet) for the Adm...

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