Search found 156 matches

by wminsing
Tue Mar 03, 2009 2:25 pm
Forum: War Room
Topic: The Limitless Sky
Replies: 31
Views: 20159

One thing that you could do is to use a type of Fibonacci (sp?) sequence to increase or decrease the odds of NPE activation. Lets say three systems out is +/-0% modifier, then two systems out is a -5% and one system out is -10%. But four systems out gives a +5% modifier, five systems a +10%, six sy...
by wminsing
Tue Mar 03, 2009 2:12 pm
Forum: Officer's Lounge
Topic: VBAM Games Announces Second Edition in the Works
Replies: 10
Views: 6548

Looking forward to seeing the system updated! I love it, but it definitely has some rough patches.

-Will
by wminsing
Thu Apr 24, 2008 1:45 pm
Forum: Officer's Lounge
Topic: Invasion Playtest may need more players
Replies: 15
Views: 15385

If no one else steps up by the end of the week I would be willing. I believe I already have an NDA filed with you guys, at any rate.

-Will
by wminsing
Thu Jan 03, 2008 2:27 pm
Forum: Mess Hall
Topic: Fiends
Replies: 3
Views: 2885

(according to the story the Rumanians bought some from us before the war)
Which is historically correct. 12 Hurricanes were delivered to the Rumanians just before the start of the war.

-Will
by wminsing
Tue Dec 04, 2007 1:55 pm
Forum: Hotlabs
Topic: Elite officer suggestions
Replies: 42
Views: 21030

I also like the idea of units getting a random chance to upgrade. A XP cost adjustment based on ship size would help too. The way it stands now only large ships tend to get XP spent on them, but it's often the small ships that are earning the XP! Besides, in naval warfare, small ships will often dev...
by wminsing
Thu Nov 29, 2007 1:52 pm
Forum: Officer's Lounge
Topic: Uncolonized systems and ground units.
Replies: 13
Views: 6391

Makes sense to me, no real reason units couldn't land on an uinhabited planet- besides, when placing colonies in contested space it might make a lot of sense to send in soldiers to secure the planet first, then bring in the settlers.

-Will
by wminsing
Fri Nov 16, 2007 9:22 pm
Forum: Mess Hall
Topic: Spammer?
Replies: 35
Views: 16719

Look on the bright side- when the spammer hordes come calling that's how you know this forum has hit the big time! :roll:

-Will
by wminsing
Wed Nov 14, 2007 5:13 pm
Forum: Mess Hall
Topic: The Ultimate War Simulation Game
Replies: 3
Views: 3170

I just about sprayed coffee out my nose as I read it. My favorite are points 11-14. Damn fine way to start my lunch break. :lol:

-Will
by wminsing
Wed Oct 31, 2007 7:59 pm
Forum: Officer's Lounge
Topic: KEB - changing ratings only?
Replies: 8
Views: 5873

Of course, I am really not a major fan of allowing tech levels to be modified on older classes, either, as being able to do that makes it so that you can just progressively upgrade a single class for centuries. Sure, it will be costly after awhile, but not terribly so (remembering from when I ran s...
by wminsing
Wed Oct 31, 2007 4:18 pm
Forum: Mess Hall
Topic: WW1 AFV
Replies: 15
Views: 9134

Ah yes, the Tsar Tank. One of my favorite vehicles, simply due to it's oddity. If I ever get around to doing VSF armies the Russians are getting a couple of these as support.

-Will
by wminsing
Sun Oct 28, 2007 4:05 am
Forum: Mercenary Air Squadron
Topic: MAS- tell me about it
Replies: 8
Views: 5268

A d20 is used for the Unique Attributes, but all in all it is the d6 for engagements, and d10s for firing. Ok, I think I have it. We have a hundred in the basic set, with more in the expansions. It is the little things that set apart the PC from the NPC. So you may have a new green pilot on par wit...
by wminsing
Fri Oct 26, 2007 3:34 pm
Forum: Mercenary Air Squadron
Topic: MAS- tell me about it
Replies: 8
Views: 5268

There's no reason you couldn't use a tactical game to resolve the combats, but it is not designed for that (unlike VBAM). The trick would be meshing the pilot skills and unique traits with the other game. Good point, I would need to review a couple of rules sets to see if the pilot system could be ...
by wminsing
Fri Oct 26, 2007 12:27 pm
Forum: Hotlabs
Topic: Modular Ability Design
Replies: 11
Views: 6864

The battletugs are the main inspiration for the modular rules, the Romulan Hawks would require shipyards to switch out their pods if I remember the fluff on them correctly. Tugs with pods are "plug and play" and don't need to tie up shipyards, part of the appeal of them. Just have to stoc...
by wminsing
Thu Oct 25, 2007 9:00 pm
Forum: Mercenary Air Squadron
Topic: MAS- tell me about it
Replies: 8
Views: 5268

I appreciate the run down. At the moment it sounds like MAS is not quite what I'm looking for in terms of an air combat game (either CS stand-in or real life air combat), I am in the market for something a bit 'crunchier'. However, the campaign system still sounds neat- would it be possible to 'drop...
by wminsing
Thu Oct 25, 2007 2:26 pm
Forum: Mercenary Air Squadron
Topic: MAS- tell me about it
Replies: 8
Views: 5268

MAS- tell me about it

So I've read the MAS entries on the VBAM blog, and the game has piqued by interest, since I've been considering getting into air warfare gaming for the last few months (I blame that Dogfights! show on the history channel). My understanding is that it's set in the near future, with an Area 88/UN Squa...