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ThatRobHuman

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Everything posted by ThatRobHuman

  1. I think I can do some of these. I'm a little weary of taking too much away from the "Mercenary" faction, but bears thinking about. Thanks
  2. So I've been kicking around the idea of a campaign system. I know we have Star Wars Rebellion, which does look like a great game, but isn't a campaign system for Armada. I know we have several ideas kicking around, but I figure I might throw my own ideas out there and see what happens. Map is currently being worked on. SETUP - Each player receives 3000 credits and 0 campaign points. - Each player selects a sector on the map, this is their Home Sector. All systems within that sector are under that player's control. - Each player selects a system within their home sector to be their Capital System. - Players can then spend up to their 3000 credit limit to purchase ships, squadrons, and upgrades according to their point cost and allocate them to any number of fleets. - Players place their fleets anywhere within their home sector. - Each fleet may have up to one commander. DAMAGE PERSISTENCE - Damage to ships are kept from battle to battle. Shield, however, are recharged. - Units that are destroyed during a battle are lost, but may be re-purchased unless they are unique. Unique units that are destroyed are removed from play (unless an effect says otherwise). - When a unique unit (such as Darth Vader) is destroyed, all units with that name are removed from everyone's armada. - Upgrades that are to be discarded during a battle are refreshed during the LOGISTICS PHASE. Defense tokens that are discarded return to their ship. UNIQUE UNITS - Unique units can only be purchased once throughout a campaign. - If a unique unit has multiple capacities (for example, Darth Vader) you can buy them more than once, once for each capacity, at which point you can use them in said capacity. - A unique unit cannot exist in more than one place on the map (you cannot use Darth Vader the TIE Advanced Squadron in Fleet A and have Darth Vader the Commander in Fleet B. Both can be in fleet A, but he can only serve in one capacity during a battle). BIDDING WAR FOR CROSS-FACTION UNIQUE UNITS - If a unique unit (such as Boba Fett if you are playing with Wes Janson's Slave II card) shows up in more than one faction, a bidding war can occur. - When another player attempts to purchase such a unit, the original owner declares if he wishes to spend campaign points to retain control of the unit in question. If they do, the purchasing player can outbid the player by spending an equal or greater number of campaign points to gain control of the unit. Bidding goes back and forth until a player allows them to retain such a unit. The total bids made by either player are spent. - When a player loses control of a unique character, their versions of the unit return to the pool. - A player can start a bidding war again by attempting to purchase that unit from their pool. - You cannot gain access to aspects of the character that you do not normally have access to. (A Rebel player sucessfully outbids the Empire on control of the "Slave II" Boba Fett. The empire returns "Slave I" Boba Fett to the unpurchased pool. The Rebel Player cannot purchase "Slave I" Boba Fett as that aspect is still an imperial faction). - Each player must still buy a unique unit's aspects individually again, even after regaining control of that unit via a bidding war. MERCENARIES Units from the mercenary faction can be bought from by any player. HISTORICAL FACTIONS These campaign rules assume that you are using the Galactic Civil War as the backdrop of play. Given this, it is likely best that you do not allow play of factions from other timeframes (such as the Fall of the Republic or the Old Republic/Sith War). (I am still thinking about "Surplus" units from historical factions). MINOR FACTIONS You have three choices here. - You can have more than 2 players during a campaign by having additional players play minor factions. - You can consider all minor factions to be Mercenaries and be able to be purchased by anyone. - You can include special Campaign Bonus cards that will grant access to minor factions by a player who plays them. SYSTEM CONTROL If you have a fleet within a system that you do not control, you can take control of it by having that fleet take no action that turn. If a fleet moves or participates in a battle their attempt to control the system fails. If a system with a supply depot you control currently has an unchallenged enemy fleet in orbit, you cannot receive campaign poitns from it. ORDER OF PLAY START PHASE - Take control of planets or initiate blockade. MOVEMENT PHASE - Fleets may move up to one system (unless otherwise indicated). - Fleet movements are made in secret and revealed by all players at once (think Diplomacy). BATTLE PHASE - Battles between enemy fleets at the same location are played out. - Players receive a number of campaign points determind by the MoV table according to the result of each battle. - After a battle, the looser (if there is any) must move to an adjacent unoccupied system. If there is no viable system, the fleet remains where it is and a battle occurs next round. LOGISTICS PHASE - Players receive a number of campaign points from the supply depots they control on the map. - Players can have fleets in the same system trade upgrades (except modifications and title cards), squadrons, and ships. - Players can split ships off into new fleets or condense multiple fleets into one fleet (assuming that there is only one commander present). - Players can play bonus cards from their hand. Unless otherwise indicated, played bonus cards are removed from play. PURCHASE PHASE - Players can purchase bonus cards from the bonus pool using their campaign points. These bonus cards are kept in the players hand. A player cannot have more than 5 campaign bonus cards in their hand. - Players can purchase upgrades, units, or squadrons using their credits. New Units purchased come into play at a system of their choosing with a Supply Depot. - Upgrades with the "Modification" keyword can only be added to a ship at a system with a Supply Depot. VICTORY There are two variants, which must be agreed upon by all players before the game's start - A player loses when they lose control of all their supply depots. - A player loses when they lose control of their home system. ODD RULES If you are playing with more than 2 players (such as with minor factions) there are a few things to know: If three or more players' fleets are at a location you have two options: the order of battle play / resolution is determined by Campaign Point bidding wars. A player can bid points to have a battle they are involved with be determined first or last depending on their preferences. A minor power can join a battle in support of a Major faction. Players control units of their faction (you're going to have to work together to fight a battle well). - Units in one fleet do not receive commander bonuses of another fleet. - For the purpose of objective card verbage, both the Major power and the supporting power are considered to be one "player". - Campaign Points are split evenly with the major faction taking any odd points remaining after an even split. If you have more than one fleet at a location when a battle occurs, you can have those fleets participate in the battle. Commander bonuses apply only to ships that belong to their fleet. Restrictions on point totals that participate in a fleet apply to all fleets under your control collectively. (even with 2 fleets, you can still only bring a maximum of 400 points to the board between those two fleets). The LIMIT keyword applies both to your fleet as well as your armada. When a squadron has Limit, you can only have up to a number of that unit equal to their Limit number times 3 within your armada. (a fleet can only have 3 of a squadron with Limited 3 in a battle, but there can be a total of 9 under your control at a time during the campaign.)
  3. Can anyone else think of any good Minor factions to add? I've already got the CSA (obviously) and the Hapan Consortium.
  4. TADA! Now you can "Watch" a piece of content for comments. By default, whenever you create content, or comment on a piece of content, you will start watching it (you can change this behavior in your user settings). If someone other than you comments on a thing you are watching, the comment will show up in your Workshop.
  5. Fixed EDIT Tonight, I think I'm going to play around with a discussion subscription system. I'm tired of having to dig through content to check if replies have been made to my comments.
  6. I do what I can Just spread the word, man SECOND EDIT Nevermind
  7. I've added the ability to create new Ship and Squadron silhouettes, as well as the ability to edit silhouettes that you originally uploaded. You can also delete silhouettes that are yours and when you do you'll be asked what you want to replace the silhouette with. You can also just upload a new image to an existing silhouette that is yours.
  8. If you want to add a silhouette to a ship that already exists, you can edit the ship, and upload the new silhouette there and give it a name. If you just want to add silhouettes at a go? sadly, not really, but I'll start fixing that in about an hour. EDIT There is a two-fold problem here, 1) Where do I put the interface to handle ship/squadron silhouettes. Main menu, or workshop area? 2) Deleting silhouettes will probably have to be an admin-user only function, because what happens when you delete a silhouette that another ship is using? You'd have to request the system to re-render a number of cards, which will be taxing. I think I'll make it so that IF there are no ships using the silhouette, it can be deleted by the silhouettes owner, but otherwise it cannot be deleted - UNLESS you are an admin, at which point, the admin can delete it and have the system replace any references to that silhouette with another silhouette.
  9. I tweaked the card rendering code. Before it was re-rendering a card whenever you made ANY kind of edit to an item. NOW it re-renders a card only when you make a change to values that show up on the card or dials. You may need to refresh the page after the rendering is done. I would appreciate some double-checks. If anyone sees any problems, please let me know.
  10. Tagging functionality is uploaded - probably buggy, but I like to play it fast and loose :3
  11. I've been thinking about adding a tag system, myself. Can and will do. I'll take a swing at it during my lunch break today.
  12. Check your inbox By the way, I added the Hapes Consortium faction as well as the First Order and New Republic. EDIT: oh, and I added the Sith Empire as well as the Old Republic
  13. That's totally fair - My last message was meant to be entirely in jest. I take it in your first data-dump the keywords contributed to the result?
  14. .... my brain hurts I would love to make use of this, but I'm afraid I have no idea how to parse what's going on >.<
  15. Fair enough. I basically made some WAGs that will probably end up being tweaked in the near future. I hope that both you and he get some good mileage out of KDY.
  16. Cynan, there are two BGG starship formulas, linked on page 2 of DA's thread. I also a have a MATLAB function written to run them automatically. You're more than welcome to send me stats to cost, or I can send you the function if you have a program that can run .m files. These are of course estimates, but they're better than nothing. I don't suppose you have any leads on Squadron point values, do you?
  17. Forgive me for necro-ing an old thread, but I'm trying to figure how I should be point-valuing some custom squadrons. I've been using Mike1975's formula for fighters, but getting vastly different results than him. I've quadruple checked my math and my formula seems to be laid out the same as his, but here's what I'm getting for me results... A-wing 11 9.775 B-wing 14 10.695 X-wing 13 11.53 Y-wing 10 8.4 TIE Advanced 12 11.25 TIE Bomber 9 7.65 TIE Fighter 8 7.425 TIE Interceptor 11 10.95 Has anyone else run into this issue? Nonetheless, a question stands: has anyone made any progress on calculating squadron costs in any capacity for wave 2?
  18. It was mostly to balance the card design. It didn't look right with just the faction logo at the top. I also really wanted to put the card and artist credit on the card and the only good place for it was on the bottom, and if you look at the Upgrade cards, for example, there wasn't enough room to have the ship silhouette, the credit, and the point cost all in one go.
  19. Here's a quick-guide. Assuming you've added things to your print queue so far. Go to your "Workshop" you should see this: You can click on the links to get the sheet that you want. It will take you to a page that has all the cards or dials laid out. From there, just hit CTRL+P or the Print button in your browser. For ships, the dials are split between sizes, by the way - you will need to print all the small separately from the mediums, etc. EDIT: screw it, I'm going to rename the "Workshop" as "Print Queue"
  20. Fair enough, then! By the way, I've added a few keywords that I've noticed a few people using in special text. If you want to see a new keyword added, feel free to drop me a message. Same, as before, goes for Factions. Upgrade types are something I'm a little hesitant to add for now, though.
  21. guess what? More tweaks - read more on the latest news article. I'm going to try diagnosing that problem with the overlapping text in the detail view next. Btw - has anyone heard from DiabloAzul? I had kind of figured he'd jump on this somethin' fierce. (totally biased, though, I'm looking forward to seeing his work printed out in the same style as the rest of my deck).
  22. Here's what I did. If there are more than 11 dice total on an arc, it will display as the 4<blue> 6<red> 5<black>... If it is less than 11, it will display as it does in vanilla armada. For Squadron cards, as well as ship-card's Anti-Squadron armament, the magic number is 6 instead of 11.
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