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Darth Sanguis

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About Darth Sanguis

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  1. Dominos paved 'em for us, and PornHub keeps them clear. #MuhRoads
  2. I am in the process of developing a Zoids based Genesys game that's a bit different, I'd like your thoughts.Since Genesys is a narrative rpg, I'm using it to flush out the world, the npcs, the characters, governments, plot, and all the other various non-robot-combat based things, but for the combat itself, I thought it more apt to use a combat focused system, so I added a mix of the Star Wars X-wing and Armada games. I'm using the bases, maneuvers, and turn based systems from X-wing but using Armada's ranges, damage dice, and defenses...I'm still pretty early in dev, but I just finished my conversion card that lets me apply Genesys and outside stats to the "ships" (zoids) in the x-wing game. I started with the base stats for the zoids from the old GBA game Zoids sagas II (or legacy in US), I have an old strat guide with every zoid listed. Once I established what each stat controlled in the GBA game I was able to decide which were usable as a basis for the x-wing version.I ended up snagging HP, EP, GEP, SP, MM, DF, AMHP=Hull PointsEP=Energy PointsGEP=Generated Energy pointsSP= SpeedMM= Movement/Maneuverability DF= DefenseAM= Crit Mitigation I made a formula to replace the SR, IV, and DCP stats which applied to their combat system's accuracy and turn system and replaced them with just SRAs shown:Here's how these workA common command wolf is worth $25,000To make zoids more available to players I made SR a quality based system ranging from -3 to 3. Dividing the cost of 25k across the 7 quality levels made each version cost $3600 more than the last, so for instance a command wolf with SR rating of -3 would only cost a player $3600, but would have lower stats because of it, where as a command wolf with an SR rating of 3 would cost $25,200 but would have high stats. Players choose their zoids by what they can afford, different models may be over all weaker but still have a higher SR. The rest of the command wolf's stats are as follows:HP:120EP:18GEP:2SP:210MM:70DF:20AM:60If you take this charactera basic human pilot with 2 ranks in piloting and apply both him and these stats together on the card aboveYou get this:Which in an X-wing game would be a "ship" with 5 shields 19 Hull that has a card value of 1. Energy points is going to be the ammunition system each weapon has a cost/range/ and number of armada dice assigned. After attacking you subtract the cost from your EP, your GEP is how much you recover at the end of each round which consists of a base number (in this case 4) and a number of dice, you roll the dice when that ship recovers, each hit counts as an extra point recovered and is added back in (in this case 3 red dice *Armada* are rolled). The combat system uses Armada's dice and defenses, so based on this zoid's stats it has 2x evade tokens and a contain. It cannot suffer critical damage while it has "armor" any damage to the hull can proc a crit.Other than these slight changes the system will run mostly like a game of x-wing, zoids with lower numbers moving first attacking last and zoids with higher numbers moving last and attacking first. I haven't assigned maneuver dials yet, but I'm thinking on basing them on the zoids base SP, and MM stats and then using player ranks in piloting to upgrade an equal number of maneuvers and the SR rating to up/down grade the rest. Thoughts?
  3. Darth Sanguis

    Genesys Mecha

    Well, I doubt this will work for the application here but I am in the process of developing a Zoids based Genesys game that's a bit different. Since Genesys is a narrative rpg, I'm using it to flush out the world, the npcs, the characters, governments, plot, and all the other various non-robot-combat based things, but for the combat itself, I thought it more apt to use a combat focused system, so I added a mix of the Star Wars X-wing and Armada games. I'm using the bases, maneuvers, and turn based systems from X-wing but using Armada's ranges, damage dice, and defenses... I'm still pretty early in dev, but I just finished my conversion card that lets me apply Genesys and outside stats to the "ships" (zoids) in the x-wing game. I started with the base stats for the zoids from the old GBA game Zoids sagas II (or legacy in US), I have an old strat guide with every zoid listed. Once I established what each stat controlled in the GBA game I was able to decide which were usable as a basis for the x-wing version. I ended up snagging HP, EP, GEP, SP, MM, DF, AM HP=Hull Points EP=Energy Points GEP=Generated Energy points SP= Speed MM= Movement/Maneuverability DF= Defense AM= Crit Mitigation I made a formula to replace the SR, IV, and DCP stats which applied to their combat system's accuracy and turn system and replaced them with just SR As shown: Here's how these work A common command wolf is worth $25,000 To make zoids more available to players I made SR a quality based system ranging from -3 to 3. Dividing the cost of 25k across the 7 quality levels made each version cost $3600 more than the last, so for instance a command wolf with SR rating of -3 would only cost a player $3600, but would have lower stats because of it, where as a command wolf with an SR rating of 3 would cost $25,200 but would have high stats. Players choose their zoids by what they can afford, different models may be over all weaker but still have a higher SR. The rest of the command wolf's stats are as follows: HP:120 EP:18 GEP:2 SP:210 MM:70 DF:20 AM:60 If you take this character a basic human pilot with 2 ranks in piloting and apply both him and these stats together on the card above You get this: Which in an X-wing game would be a "ship" with 5 shields 19 Hull that has a card value of 1. Energy points is going to be the ammunition system each weapon has a cost/range/ and number of armada dice assigned. After attacking you subtract the cost from your EP, your GEP is how much you recover at the end of each round which consists of a base number (in this case 4) and a number of dice, you roll the dice when that ship recovers, each hit counts as an extra point recovered and is added back in (in this case 3 red dice *Armada* are rolled). The combat system uses Armada's dice and defenses, so based on this zoid's stats it has 2x evade tokens and a contain. It cannot suffer critical damage while it has "armor" any damage to the hull can proc a crit. Other than these slight changes the system will run mostly like a game of x-wing, zoids with lower numbers moving first attacking last and zoids with higher numbers moving last and attacking first. I haven't assigned maneuver dials yet, but I'm thinking on basing them on the zoids base SP, and MM stats and then using player ranks in piloting to upgrade an equal number of maneuvers and the SR rating to up/down grade the rest.
  4. It made it an hour and 40 something minutes btw lol I have received a warning point for inappropriate "image"
  5. Darth Sanguis

    Victory Class Star Destroyer Only. Officer.

    @Ginkapo, I just noticed this reply, there's no text?
  6. If this is where they stop, and I find it hard to believe they would, I've already begun immortalizing the stuff I have by creating Acrylic alternatives to the essential cardboard tokens. Wave 7 meta seems solid, so if the official end is here, at least it's a good starting point for homebrew. I love Armada, I'll never be out. If FFG bails, then @cynanbloodbane, @FoaS and all the other contributing members at KDYs will keep me going. And, of course, models from Mel's.
  7. Darth Sanguis

    Deployment: What’s the Plan?

    When I develop a fleet I try to come up with a few deployment plans specific to that fleet that can function regardless of what the opponent has. I use ISDs a lot, so that may have to do with it. ISDs are (or at least were pre flotilla ban) almost always universally out-deployed. My deployment plans split at the various decisions made throughout the start of the game. The first of which is first or second player. If the choice is up to me, I typically take first, many of the fleets I make depend on jank combos and having that 1st activation proves to be useful under most circumstances. If I'm playing a fleet that excels at long range or has a very good objective dynamic I may break away from 1st though. My plan is almost always to corner deploy. Fact is, with an ISD, corners are the closest thing to safe there is in this game. With first player advantage on my side not many people are gonna risk a close or medium double arc situation by flying something into it's far flank (closest to the edge of the mat). (Some have tried but it almost always ends in a round 3 or 4 1st activation blowout). This makes planning ahead easier. If I'm first player, I'll likely place one of my most valuable ships flush to the corner of one side of the mat. As first player, my plan isn't going to change enough to matter where the opponent drops his pieces if I'm corner deploying so dropping something big may trick them into placing something big in turn. (This will really only change if Contested Outpost, or Salvage Run comes into play, in which case I try to line close to a corner but on objectives.) From there I fill out my support ships and squads to create a killzone on the vulnerable ISD flank. If I'm second player, my objectives are almost always Most Wanted, Contested Outpost, and Dangerous territory, with this in mind I will set up the battlefield to favor a corner deploy. (IE: Set up obstacles to allow my ships easy pick ups or putting the outpost in the corner. ). I'll delay deploy as much as possible as second player but I typically have the same placement in mind as I would first, just lined up on objectives a bit more. Of course, it really depends on the fleet, this is something I'd do with my "Kuat, That Hurts!" or "Bad Case of the VTs" which both center around jank ISDs. Msu and bomber fleets I try to either focus on objectives or where they play their squads. It changes based on the fleet.
  8. Darth Sanguis

    News leaked!

    Clicking on bait threads: Gr8 B8 M8 I R8 8/8
  9. Honestly I'm starting to think it's GenCon or bust at this point. If no announcement news by August 5th, then we're not getting new ships this year.
  10. Knowing how salty they are with my facebook account they'll probably just Ban me outright lmao. FFG is done with my sass.
  11. No but they'd have to stop stroking themselves for 5 minutes to do it.
  12. Darth Sanguis

    Why do people want a super star destroyer?

    I remember one of these in the OT, is it not official? (I don't know much about them I just noticed it in RotJ last year lol).
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