Search found 230 matches
- Wed Nov 23, 2016 6:55 am
- Forum: VBAM Galaxies
- Topic: Construction Destruction (Shipyards, Convoys, Repairs)
- Replies: 16
- Views: 4428
Re: Construction Destruction (Shipyards, Convoys, Repairs)
I really like these rules. Get rid of as many special cases as we can, scaling seems in line with what I like to see, etc. Tyrel, I already play with bases at 1/1, and as long as they're in supply I haven't found "base spam" to be an issue. Or perhaps I don't mind it thematically so it has...
- Wed Nov 23, 2016 5:56 am
- Forum: VBAM Galaxies
- Topic: Tech, Special Abilities, and Unit Design
- Replies: 90
- Views: 41642
Re: Tech, Special Abilities, and Unit Design
My foundation of a campaign diary, Rising Tide, has my current heavily-revised ideas for tech advancement, fleet refits, eras, etc. I would love additional thoughts on it now that I've heavily remodeled it - https://drive.google.com/open?id=1VhIrQGqq7UwyHAbXYeXf8kYLajoBdGilAEA8xQMLXiI If you're inte...
- Thu Nov 17, 2016 7:59 pm
- Forum: Officer's Lounge
- Topic: ACW2 - would it work?
- Replies: 2
- Views: 4460
Re: ACW2 - would it work?
Maybe treat it like With a Purpose, where each foreign power gives missions but the rewards are tech points, EP, units, etc. Tension as per Galaxies would work between powers, but With a Purpose style tension worked with the foreign powers. When Tension reached a certain point, rather than war, the ...
- Thu Nov 17, 2016 3:08 pm
- Forum: Officer's Lounge
- Topic: ACW2 - would it work?
- Replies: 2
- Views: 4460
ACW2 - would it work?
This morning while I was waiting for my coffee to brew, and thinking about my rough-but-shaping-up solo 4x campaign, Rising Tide (which I've posted in the war room) I had an idea. 1800s USA. Each state or territory has one or more "systems", such that California might have Southern and Nor...
- Wed Nov 16, 2016 11:00 am
- Forum: War Room
- Topic: Rising Tide solo 2E/Galaxy
- Replies: 13
- Views: 7758
Rising Tide solo 2E/Galaxy
Hi, just letting everyone know you can look at my campaign guide whenever you like, as I've Shared the document to URL: https://drive.google.com/open?id=1VhIrQGqq7UwyHAbXYeXf8kYLajoBdGilAEA8xQMLXiI Rising Tide is a classic solo exploration campaign using 2E/Galaxy with some house rules, set 500 year...
- Tue Nov 15, 2016 2:48 pm
- Forum: VBAM Galaxies
- Topic: Tech, Special Abilities, and Unit Design
- Replies: 90
- Views: 41642
Re: Tech, Special Abilities, and Unit Design
That's a good idea, and easy to incorporate. After Tyrel's input it's clear I need to rethink the specifics on a couple of things to get the tech advancement rate, costs, and decreasing returns to work in a way that does a better job encouraging refits over just waiting for a new design. All while r...
- Tue Nov 15, 2016 2:24 am
- Forum: VBAM Galaxies
- Topic: Tech, Special Abilities, and Unit Design
- Replies: 90
- Views: 41642
Re: Tech, Special Abilities, and Unit Design
Very good points. And some good ideas that might be useful for Galaxies. I see how what I'm going for isn't really in line with what is needed from a core rulebook, though. What I had in mind was, much like now, when technology advances to the point where we can make a next generation vessel, it's c...
- Tue Nov 15, 2016 1:53 am
- Forum: VBAM Galaxies
- Topic: Ground Units
- Replies: 37
- Views: 16361
Re: Ground Units
Thanks for the answer! I see how some of the ideas aren't very practical, but some might be interesting to keep working at. I'm too fried to really get into it right now, hopefully some other people chime in:) But: The 1E rules had a blanket limit of 4 units being able to attack any one unit. 2E wen...
- Tue Nov 15, 2016 12:34 am
- Forum: VBAM Galaxies
- Topic: Tech, Special Abilities, and Unit Design
- Replies: 90
- Views: 41642
Re: Tech, Special Abilities, and Unit Design
You might have missed my edit to my last post. I had the idea that a New Vessel result (2 tech advances) could simply bring the old ship up to modern standards and reset the Refits to 0. That would perfectly mimic what you're talking about the Constitution-to-Enterprise, maybe? Which do you prefer -...
- Mon Nov 14, 2016 10:00 pm
- Forum: VBAM Galaxies
- Topic: Tech, Special Abilities, and Unit Design
- Replies: 90
- Views: 41642
Re: Tech, Special Abilities, and Unit Design
In addition to everything discussed about the Universal List, I may adjust my Refits idea slightly. In this, the first refit nets half the bonus CP just like before. However, I may change it so that all refits are hindered like this - there's decreasing ROI for investing in upgrading units as they g...
- Mon Nov 14, 2016 8:29 pm
- Forum: VBAM Galaxies
- Topic: Ground Units
- Replies: 37
- Views: 16361
Re: Ground Units
I'd love to have more ground combat. Thinking BattleTech, Dune, etc. So, I think units should stay inexpensive and moving them should get easier. -- I think Galaxy bombardment points work out just about right, for me - a month of continuous bombardment *ought* to be effective, and it's easier to rai...
- Mon Nov 14, 2016 7:51 pm
- Forum: VBAM Galaxies
- Topic: VBAM Galaxies
- Replies: 41
- Views: 19980
Re: VBAM Galaxies
I skimmed Galaxies and didn't see a new ruleset for designing ships. Can someone point me to the Galaxies version of the design rules?
- Mon Nov 14, 2016 5:13 pm
- Forum: VBAM Galaxies
- Topic: Tech, Special Abilities, and Unit Design
- Replies: 90
- Views: 41642
Re: Tech, Special Abilities, and Unit Design
I don't think it's even a problem if a player has too heavy a reliance on Universal Ships, as it will self-correct when they start taking massive system losses against a better equipped Empire. I see it more as a way to get niche ships that you don't want to waste a slot on, especially if they can't...
- Mon Nov 14, 2016 4:40 pm
- Forum: VBAM Galaxies
- Topic: Non-Aligned Worlds and Non-Player Empires
- Replies: 23
- Views: 6331
Re: Non-Aligned Worlds and Non-Player Empires
Perhaps for every rejected Armistice offer, the War Score tick goes up by +1% to a max of 5%. Their populace may tire of fighting if the enemy keeps offering peace. "Bring our men and women home for Christmas, Mr. President!" And race traits like Aggressive are already built into the War S...
- Mon Nov 14, 2016 4:34 pm
- Forum: VBAM Galaxies
- Topic: Tech, Special Abilities, and Unit Design
- Replies: 90
- Views: 41642
Re: Tech, Special Abilities, and Unit Design
Duly noted :) I just realized that this method, with the Universal List being Era -1 in terms of effectiveness, lets players quickly fill any gaps in their lineup. They're crappy designs, though. Like when the US took bids on a new light armored vehicle design and ultimately got... the M2 Bradley. (...