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2J-W

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  1. Like
    2J-W got a reaction from heychadwick in Dagobah Dave's Trench Run: Strategy   
    Progress is being made on the layout in 3D. After playing around with corners it doesn't really fit with the trench run, thematically, and for this scenario complicates gameplay which I'm trying to simplify. Although maybe for a Beggar's canyon run  or something in the future...
    However I wanted to ask @Biff what's the reasoning behind having the Trench turrets at Range 1-2 instead of 2-3?
    Could we simplify the rules and have all turrets at 2-3? Seems more thematic as well.
    Turrets placed with attack range 1-2

     
    Turrets placed with range 2-3:

  2. Like
    2J-W got a reaction from Managarmr in Dagobah Dave's Trench Run: Strategy   
    Finished up the all the pieces for the construction kit.

  3. Like
    2J-W got a reaction from Maui. in Dagobah Dave's Trench Run: Strategy   
    Finished up the all the pieces for the construction kit.

  4. Like
    2J-W reacted to LagJanson in Dagobah Dave's Trench Run: Strategy   
    I'll toss in as well - boosting has been bad for any implementation of a trench run scenario. Don't allow boosting in the trench. It breaks things. You can fluff away the reason pretty easily, considering the fighters are flying with 10-15 meters of space between the fighter and walls/floor of the trench. If you REALLY want to include the boost, make it a red action, to prevent the X-Wings outrunning the TIE fighters.
  5. Like
    2J-W got a reaction from heychadwick in Dagobah Dave's Trench Run: Strategy   
    But the current drift maneuver doesn't move enough to the side to get out of a bull eyes arc. Also the x-wings can boost naively now so that would help with getting to the end of the trench. Just trying to think of ways to simplify the current instructions and try to eliminate special rules to make it easier to get people setup and playing. But it might really have to wait until we know more about 2.0.
    Also on the Trench design, I've been toying with the idea of making the Trench not straight. To add in some more flying challenges to it. Maybe something like this:

    The top 3' x  3' remains straight in the map design so that part could be used for quick demo versions of the Trench game and as a nice mat. The bottom part adds some twists and turns (Kinda like in Mario Kart X-Wing). With the new boost on X-wings it allows to fly in the trench a little faster and make some more interesting turns. Maybe for the Imperials the trench entry line get's moved up to compensate. (Like in the movie the Rebels are in the Trench first and longer then the Imperials.
    Although not keeping in line with the movie, Star Wars Battlefront had the trench with turns, tunnels, and obstacles and made it pretty exciting to fly in. Way more challenging then just flying in a straight line. See here: 
     
  6. Like
    2J-W got a reaction from heychadwick in Dagobah Dave's Trench Run: Strategy   
    I was hoping to have more time to work on updating the scenario with some graphic design work, and updating the mat. But I had a second kid and released my game End Space and haven't had the time.
    But with 2.0 which I'm really excited about this just needs to be updated with the new rules and a new mat design. For the mat it's also a chance for me to start implement some 3D stuff I want to add into my next game at some point, like Physically Based Rendering and so on. So for the mat design and rendering going to try and build it using realtime lighting and assets.
    Here is the Turbolaser wip. The plan is to have this available in the scenario as a papercraft that you can print out and build along with all the cards needed.
    Will keep posting progress here on the graphic side of things. Figure I won't start touching the scenario until I have the mat redesigned and know more about 2.0

  7. Like
    2J-W got a reaction from heychadwick in Dagobah Dave's Trench Run: Strategy   
    Yeah you have to download the .pdf. It's a huge file and the quality then lies on the printer. Mine came out great. Sorry to hear your's didn't work out.
    I plan on updating the mat to match better the Death Star scenario, after printing it I realized I made the trench a little too narrow, and the scale doesn't match X-wing scale perfectly. Also I find it a little dark and it makes hard to find tokens.
  8. Like
    2J-W got a reaction from DagobahDave in Dagobah Dave's Trench Run: Strategy   
    That would be great, I'll PM you my email.
  9. Like
    2J-W got a reaction from heychadwick in Dagobah Dave's Trench Run: Strategy   
    @heychadwick
    If you follow the link I posted you can already download it in 6x3. However the dimensions don't match. The trench is too narrow when printer. I am going to re make it once I have settled on a better layout for the scenario and incorporate game play elements in to the design of the mat.
    Would love to get some feedback on v3, seems like a lot of work went into trying to update it but no one posted on how it actually is, and if it's any better. After reading all the available scenarios I am leaning towards @Biff since his seems the most accurate to the films and streamlined.
  10. Like
    2J-W got a reaction from Biff in Dagobah Dave's Trench Run: Strategy   
    That would be great, I'll PM you my email.
  11. Like
    2J-W got a reaction from Biff in Dagobah Dave's Trench Run: Strategy   
    @heychadwick
    If you follow the link I posted you can already download it in 6x3. However the dimensions don't match. The trench is too narrow when printer. I am going to re make it once I have settled on a better layout for the scenario and incorporate game play elements in to the design of the mat.
    Would love to get some feedback on v3, seems like a lot of work went into trying to update it but no one posted on how it actually is, and if it's any better. After reading all the available scenarios I am leaning towards @Biff since his seems the most accurate to the films and streamlined.
  12. Like
    2J-W got a reaction from Biff in Dagobah Dave's Trench Run: Strategy   
    First thanks @Biff and @DagobahDave for the scenarios!
    Earlier this year I created a Death Star mat for people to print out that you can see here: http://endspacevr.com/x-wing-game-mats/ 
    More pictures of it here: https://www.artstation.com/artwork/E8dEn
    I wanted to revise the design to make it easier to incorporate in to the scenario:
    Improved game mat size. I find 48"x 50" too wide for many peoples tables and still have room for cards and things. But 36" x 72" is too long and too narrow. Fixed locations for the turrets and power nodes so the mat reflects their placements. With the destroyed versions shown on the mat, and provide paper craft towers and power nodes to place on top. Trench turret overlays included on the mat with faint lines to show the firing arcs Trench entry zone and Exhaust port firing line incorporated in the design of the mat, with the service bridges that I currently have. Improved lighting on the map to show the light side (Rebel zone) and the dark side (Imperial zone) areas. Other things I want to include are pilot cards for the cannons, power nodes, and exhaust port, better tokens, and more graphic design.
    After reading v0.9 from Biff and v3 from Dave I like Biff's design better over all but would incorporate things from Dave's V3. I feel Biff's older design is simpler and faster to play. I feel the energy system while kinda cool adds just another layer of complication and makes the game longer to play. I feel the whole scenario could be stream lined with some better layout in the documents, graphic design added to all the documents and cards / tokens. Bring it up to the standards of something like HOTAC.

  13. Like
    2J-W got a reaction from heychadwick in Dagobah Dave's Trench Run: Strategy   
    First thanks @Biff and @DagobahDave for the scenarios!
    Earlier this year I created a Death Star mat for people to print out that you can see here: http://endspacevr.com/x-wing-game-mats/ 
    More pictures of it here: https://www.artstation.com/artwork/E8dEn
    I wanted to revise the design to make it easier to incorporate in to the scenario:
    Improved game mat size. I find 48"x 50" too wide for many peoples tables and still have room for cards and things. But 36" x 72" is too long and too narrow. Fixed locations for the turrets and power nodes so the mat reflects their placements. With the destroyed versions shown on the mat, and provide paper craft towers and power nodes to place on top. Trench turret overlays included on the mat with faint lines to show the firing arcs Trench entry zone and Exhaust port firing line incorporated in the design of the mat, with the service bridges that I currently have. Improved lighting on the map to show the light side (Rebel zone) and the dark side (Imperial zone) areas. Other things I want to include are pilot cards for the cannons, power nodes, and exhaust port, better tokens, and more graphic design.
    After reading v0.9 from Biff and v3 from Dave I like Biff's design better over all but would incorporate things from Dave's V3. I feel Biff's older design is simpler and faster to play. I feel the energy system while kinda cool adds just another layer of complication and makes the game longer to play. I feel the whole scenario could be stream lined with some better layout in the documents, graphic design added to all the documents and cards / tokens. Bring it up to the standards of something like HOTAC.

  14. Like
    2J-W got a reaction from DagobahDave in Dagobah Dave's Trench Run: Strategy   
    First thanks @Biff and @DagobahDave for the scenarios!
    Earlier this year I created a Death Star mat for people to print out that you can see here: http://endspacevr.com/x-wing-game-mats/ 
    More pictures of it here: https://www.artstation.com/artwork/E8dEn
    I wanted to revise the design to make it easier to incorporate in to the scenario:
    Improved game mat size. I find 48"x 50" too wide for many peoples tables and still have room for cards and things. But 36" x 72" is too long and too narrow. Fixed locations for the turrets and power nodes so the mat reflects their placements. With the destroyed versions shown on the mat, and provide paper craft towers and power nodes to place on top. Trench turret overlays included on the mat with faint lines to show the firing arcs Trench entry zone and Exhaust port firing line incorporated in the design of the mat, with the service bridges that I currently have. Improved lighting on the map to show the light side (Rebel zone) and the dark side (Imperial zone) areas. Other things I want to include are pilot cards for the cannons, power nodes, and exhaust port, better tokens, and more graphic design.
    After reading v0.9 from Biff and v3 from Dave I like Biff's design better over all but would incorporate things from Dave's V3. I feel Biff's older design is simpler and faster to play. I feel the energy system while kinda cool adds just another layer of complication and makes the game longer to play. I feel the whole scenario could be stream lined with some better layout in the documents, graphic design added to all the documents and cards / tokens. Bring it up to the standards of something like HOTAC.

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