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Everything posted by lcarowan
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Revanchist: Also, I'm not sure how a 180 forward firing arc should be done, and I'm not convinced it is necessarily representative of the ship in the lore (though it clearly has better control over weapon facing than other ships). I'm not really sure how to approach that and I prefer to be somewhat conventional with my designs (I don't want to create anything too radical that doesn't fit within the general perameters that FFG has already used). Determing points values for that is beyond my knowledge without some serious playtesting (and I don't get to play the actual game enough as it is). aadh: Thanks. If there are any ships you think would be fun to have cards of, mention then here. Also, if you are interested tell me what looks to powerful or underpowered here.
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I agree that Chiss technology was good, but as far as I can tell the Chiss clawcraft didn't even have enough space for proper hyperspace navigation equipment, they used a special beacon system. I don't feel like a system upgrade is appropriate. Also, I put together a card for the A-9. It seems like the ship had stronger weaponry than even the X-Wing. I'm also somewhat unwilling to give out 4 agility dice. That's extremely high and potentially very difficult to deal with. These are supposed to be cheap and plentiful.
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Trying out some of the Extended Universe stuff, though I have only read a few of the books:
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A slightly de-juiced Saesee Tiin, and two possible versions of the Scarab-Class Starfighter (note the blank spot on the right side of the action bar for the first one is for the barrage action icon)(the second one just has this as a special ability):
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Revanchist: I think you are probably right. Maybe it should just be limited to green maneuvers. Vagrant: Just boost and barrage? Also, no upgrade options?
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For both the Delta-7 my starting point is going to be the A-Wing's dial, as they are very similar in design, though I feel like the Eta-2 should be a little easier to maneuver than the Delta-7. For the ARC-170, I'm leaning towards the TIE Bomber's dial. The V-19 Torrent may be similar to the X-Wing, and the V-Wing will likely be based on the TIE Fighter's dial. At least those are my initial thoughts. Vagrant: That's awesome to hear! I will do a little research on the Scarab. For now I will use the Imperial template (just on a colour basis, CIS has always been blue to me, and the Republic red).
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Just from an in- universe point of view, the Aethersprite was known to be notoriously difficult to pilot, and only force users could fly it AND use its blasters effectively, because it had touchy controls and no aim assist. So, I don't think it would have a target lock. Hmm... I forgot that. That's fine, but it means that it can't have the torpedoes upgrade slot either. I guess that wouldn't be the end of the world, as only a few variants had them. However, that's something to consider. I feel like the Astromech would handle that (at least in-universe), however there's no easy way to make taking an astromech a prerequisite to taking torpedoes.
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I guess I was just thinking in terms of actual space battles and dogfights. Obi-Wan didn't physically participate in any, and I feel like his aid to Luke in the Death Star trench run is in some ways represented by Luke's pilot skill and special ability. I guess I just feel he's not necessarily appropriate as a crew card. Even when he was on the Falcon, they didn't engage in any combat. But I don't want to be some cynic getting in the way of having Obi-Wan (who's pretty **** cool and important) involved in the game in some way.
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Stone37: Of course, I agree with you. As far as I can tell essentially the only place Obi-Wan would fit into the Rebellion period would be as a crew card for the Falcon. Even then, he was only on it for a very short period of time. Unfortunately, Obi-Wan doesn't survive long enough to play a serious role in the Galactic Civil War. I can understand why FFG chose not to include him.
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I know you're thinking of a crew card for Rebel ships, but I'll just throw this Republic-era card I made for him into the discussion. Obi-Wan Kenobi was not a particularly skilled pilot (he was still above average), but he was known to be an incredible tactician. Whatever he does should be something along the lines of improving the efficiency of friendly ships. I'm not sure how he should best help a ship he's in. Anyway here's the card:
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PS10: Also, on the issue of ARC-170 pilot skill for the Republic, I chose to make them quite high due to the fact that they were piloted by Kaminoan clones (all base on Jango Fett) who were essentially trained from birth with their predetermined roles in mind. Note also that I only have a PS range of 3-8 for this group, as I feel there would be a narrower variety of skills among individuals who are genetically so similar, and who also share almost identical basic training (skill differences would be based largely on individual experience in combat). However, I think it might be a good idea to drop the Imperial ARC-170s to PS 2 and 4 (most Imperial pilots were either later inferior clones or regular citizens). However, fluff wise these were only given to particularly elite pilots due to the fact they were powerful and no longer in production.
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Chris: You're right. Based on what I know, that's certainly the case. However, Saesee Tiin specifically was known for being at least almost as good, or probably equal, to Anakin in piloting skill. In addition, he had incredibly strong natural telepathic powers that allowed him to predict opposing (living) pilots moves and react accordingly. I'm not sure if the ability I have given him is more powerful than a free action, but I guess it could be modified to be a little more restrictive. I think I've decided that an additional upgrade card for Jedi isn't really necessary. This game is about starfighter dogfights, and it seems wrong to make Jedi completely dominant by giving them an extra leg up beyond their high skill and special abilities. I've posted all of the cards together over on this thread as I want to have one specifically devoted to custom ship design and critical thought on the issue, rather than taking over what was originally a question about the actual details of how to make the cards: http://community.fantasyflightgames.com/index.php?/topic/100588-starfighter-research-and-development-department/
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PS10: As far as I can tell, the ARC-170s were never equipped with ion cannons or heavier cannons, at least not by the Republic military. Maybe giving the V-19 the system upgrade as opposed to astromech would be a good idea, particularly considering there's no actual evidence that astromechs were used with that ship. Animewarsdude: You're right, all the one's with the Rebel symbol should be Republic. However, getting that into the program I mentioned in my first post requires some skills I don't have (also, the Gimp can't load the .jp2 files that are used in Hinnyboy's plugin and I haven't yet gotten a program that can). Vagrant mentioned he might take a shot at doing that, though if he can't, I might take another go at it once I've finished some essays (might be a week or so).
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Due to the 8 image limit, here are some more: Now some remnant Republic ships flown by Imperials:
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Welcome to the Research and Development Department! This began with a thread started by Rhinoviru3 inquiring about ideas and resources for making custom cards. Here's the thread: In response, Hinnyboy posted suggesting a pretty useful card creating tool called Strange Eons ( http://cgjennings.ca...oad/update.html) that he has made an awesome plugin for that includes templates for Rebel, Imperial, and Fringe (his own faction for pirates etc). I recommend checking out that thread (it is four pages) if you want more information or wish to see the limited development that has gone into the cards I'm posting. This tool is awesome, and I've used it to make a number of cards. Most are for the Republic during the Clone Wars, though some are meant to be leftover ships used by the Imperial Navy in the following years. Additionally I should mention Vagrant's work on droid starfighters here: http://community.fantasyflightgames.com/index.php?/topic/98456-vulture-droid-starfighters-swarms-imminent/ TLDR; I made some cards. Comments and critique are appreciated. It'd be cool to have them balanced. Additionally, it would be great if anyone is able to put together some card templates for the Republic that fit with Hinnyboy's plugin (I don't have the graphic design skills necessary). Also, it would be cool if other people who have put together cards posted them here as well! Unfortunately there are currently no subforums for things like this. So, first some cards for the Republic (the Rebel symbol is just a placeholder): Again, please tell me how these cards are stupid. And if you have some of your own, it would be great if we could create a kind of database and encourage critical discussion of home-made cards.
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Eh, I think I am going to start a new topic for this and compile all the ship cards into one post for easier use. I will post links to Strange Eons and Hinnyboy's plugin there, as well as to Vagrant's thread on droid ships. In the meantime:
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Some Delta-7 Aethersprites:
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Fair enough. That's just one of names used for Jedi piloting skills around Wookiepedia. Jedi Reflexes sounds cooler and I will change it later. How about the rule itself though? Can you think of a better way to represent it?
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Revanchist: I don't really think that the Eta-2 was capable of carrying anything big. Fluff wise it has 2 light ion cannons, but giving it the cannon upgrade icon would allow it to take the autoblaster or heavy laser cannon as well... Which I think might be a bit much. On the other hand, I don't know how else to add ion weaponry in any other simple way. Certainly want feedback on what you guys think of force piloting as a title card. Should it be more powerful? Something different than Luke's?
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The Eta-2 Actis cards have been updated to have only 3 agility, and I've made a title for force piloting (didn't want to use up the elite upgrade squad). Maybe this card should be a little different than Luke's ability. However, I think using a non-unique title card is a pretty good solution.
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Ihavebadluck: That sounds like it would be a good idea. It could be called "Force Piloting" or something similar. Should it be something similar to Luke's ability? "When defending, you may change 1 of your (eye) results into a (evade) result." That we could drop the points cost and agility for the Eta-2 Actis. And allow for the possibility of non-jedi pilots. I don't know an elegant way to make it so only force-users could take it though... Other than maybe making a new ugrade card type specifically for force powers. Engine25: I'm not sure if any action is too powerful, but just giving a focus token for example seems a little unimpressive, considering that he must be within 1-2 at the end of his maneuver anyway for it to work. I guess the power of this ability depends on how many red and which red maneuvers he has. I will make a dial and we can discuss it.
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Here are updated cards for the Jedi Ace and Hammer Squadron, plus Obi-Wan (note that I have bumped his points relative to a Jedi Ace to account for what I think is a fairly powerful ability, maybe it's still too powerful). I feel like the Eta-2 Actis should have a very good dial, roughly equivalent to the A-Wing or Interceptor. On the issue of abilities on unnamed pilots, I'm not entirely opposed to it. However in this case the incredible agility I'm trying to show Jedi pilots (in the Eta-2 Actis specifically) as having is common to all of the jedi in these ships. I don't want the base (jedi-flown) Eta-2 Actis ships to have a base special ability, and then have the characters with additional abilities tacked on in addition. But I want people like Obi-Wan, Plo Koon etc. to still have that incredible agility. I just feel that the incredible abilities of force-using pilots in these incredibly agile ships is best represented in a relatively simple way, so we can add special abilities to the named pilots.
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Here's another for the Republic: Sorry Vagrant! I'll take a look at those. I've only been using the Rebel and Imperial layouts that are included in Hinnyboy's plugin for Strange Eons (he posted about it at the beginning of the thread, and that plus a little editing in the GIMP has been all that I've needed), so I can't really help on the layouts side. I'd certainly be interested in a combined thread for Republic and Separatists (plus anything else people want to make).
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So... fair warning for everyone... the next card I post may be a little controversial. I want to represent the incredible skills of Jedi pilots without requiring a special ability. I want to be able to stack even more interesting abilities on top of this for pilots like Anakin Skywalker, Obi-Wan, Saesee Tiin, and Plo Koon! Don't freak out at me, I'm just making a proposition: Now, remember, this is not meant to be a Rebel ship, but Republic once we have templates for that! Revanchist: I agree, I think I'll do that as well.
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I feel like Barrel Roll and the access to Astromechs roughly offsets the loss of Target Lock and Ordinance, that's why they are at the same base points. I feel like adding boost would require a points bump and I would like to make it clear that the A-Wing is in some ways an improvement. According to Wookieepedia, the A-Wing and Eta-2 Actis have slightly better acceleration than the V-Wing. I agree that the A-Wing dial is suitable, but I don't think it needs boost. Here's a PS4 generic pilot, and I will make a PS5 named pilot next with that Barrel Roll SA. After that, I have some cool ideas for the Eta-2 Actis (Jedi) Interceptor.
