Author Topic: Crew Bonus dice  (Read 1805 times)

Worktroll

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Re: Crew Bonus dice
« Reply #15 on: February 14, 2010, 07:17:30 PM »
The seed of any divergences is the discovery of electroid by Rychnowski in 1879. Most significant divergences, however, date from the Great Exhibition in London in 1890, where the first Ganymede and [/i]Leviathan[/i] were displayed.

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ColBosch

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Re: Crew Bonus dice
« Reply #16 on: February 14, 2010, 11:18:05 PM »
Also, since I realize that not everyone has the Primer yet (but they should!), I'll be clear: the British are starting just as much from scratch with crew qualities because of years of resistance from the Sea Lords...and, well, Leviathans have only existed for a couple decades.

Istal Devalis

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Re: Crew Bonus dice
« Reply #17 on: February 15, 2010, 04:19:55 PM »
Leviathan's have been around for a bit, but it's only since the Battle of Tsushima (1904) that they were considered anything more then toys.  The current 'now' for Leviathans is 1910.  6 years isnt exactly a wealth of time to get a ton of experienced crew.  Especially if they've been fighting the concept like the British navy was.

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Worktroll

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Re: Crew Bonus dice
« Reply #18 on: February 15, 2010, 04:29:40 PM »
Actually "our" Tsushima was a little earlier ... ;)

First Sea Lord Randall Bills

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Re: Crew Bonus dice
« Reply #19 on: February 16, 2010, 04:45:07 PM »
To clarify, even if you have multiple Crew Slots in a Location, you only add a single Crew Slot to any standard Breach Roll; additional Crew Slots, like on the Pelletier, are a "back up" for if one of the Slots is destroyed, or they both can be used for Repairs (see new blog).


Randall



Why are the British crews weaker than the French?
(When the British were know to have well trained crews, and leaders in new techniques such as director fired turrets?

While other's have generated some good comments, the bare truth is that in any game one of the most dangerous things you can do is allow for faction flavor to become too entrenched within the game mechanics. Especially when you're just at the start of a game.

I have a whole slew of "Crew Abilities" that have been playtested and I'm generating some more for playtesting, all of which will release down the line, tailored to each faction: think a small deck of "Crew Ability" playing cards that you'll be able to select from and apply a card to each ship each time you play. These types of cards will allow the game to significantly apply faction flavor (even beyond the ship designs themselves) to each faction introduced. But you don't put that level of complexity in the box. Instead, you do it in a way that's a "plug and play" rule for those that don't want that added complexity.

Thanks for the great questions.


Randall

trboturtle

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Re: Crew Bonus dice
« Reply #20 on: February 17, 2010, 04:44:11 PM »

While other's have generated some good comments, the bare truth is that in any game one of the most dangerous things you can do is allow for faction flavor to become too entrenched within the game mechanics. Especially when you're just at the start of a game.

I have a whole slew of "Crew Abilities" that have been playtested and I'm generating some more for playtesting, all of which will release down the line, tailored to each faction: think a small deck of "Crew Ability" playing cards that you'll be able to select from and apply a card to each ship each time you play. These types of cards will allow the game to significantly apply faction flavor (even beyond the ship designs themselves) to each faction introduced. But you don't put that level of complexity in the box. Instead, you do it in a way that's a "plug and play" rule for those that don't want that added complexity.

Thanks for the great questions.


Randall

Now the idea of having 'Faction-based crew ability cards' is a great idea, as it make each game different that much different, and keeps the game fresher (And helps prevent 'factional advantage overload' that some other games have.)

At the same time, may I suggest there be a few 'Faction-based crew inability cards'  also? After all, not every faction is going to have crack crews and smoothly working ships all the time.

And maby have the 'Faction-based crew ability cards' have a point cost, minor abillities cost one or two points, while major abilities costing three or four points. Then each class of ships would have a maximum abilities point total -- say 2 for DD, 3 for CL, 4 for CAs and 5 for BB.

Thoughts?

Craig


First Sea Lord Randall Bills

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Re: Crew Bonus dice
« Reply #21 on: February 17, 2010, 08:53:52 PM »

While other's have generated some good comments, the bare truth is that in any game one of the most dangerous things you can do is allow for faction flavor to become too entrenched within the game mechanics. Especially when you're just at the start of a game.

I have a whole slew of "Crew Abilities" that have been playtested and I'm generating some more for playtesting, all of which will release down the line, tailored to each faction: think a small deck of "Crew Ability" playing cards that you'll be able to select from and apply a card to each ship each time you play. These types of cards will allow the game to significantly apply faction flavor (even beyond the ship designs themselves) to each faction introduced. But you don't put that level of complexity in the box. Instead, you do it in a way that's a "plug and play" rule for those that don't want that added complexity.

Thanks for the great questions.


Randall

Now the idea of having 'Faction-based crew ability cards' is a great idea, as it make each game different that much different, and keeps the game fresher (And helps prevent 'factional advantage overload' that some other games have.)

At the same time, may I suggest there be a few 'Faction-based crew inability cards'  also? After all, not every faction is going to have crack crews and smoothly working ships all the time.

And maby have the 'Faction-based crew ability cards' have a point cost, minor abillities cost one or two points, while major abilities costing three or four points. Then each class of ships would have a maximum abilities point total -- say 2 for DD, 3 for CL, 4 for CAs and 5 for BB.

Thoughts?

Craig

Yup, all of those suggestions are on the plate of things I'm looking at already.


Randall

StCptMara

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Re: Crew Bonus dice
« Reply #22 on: February 19, 2010, 09:33:35 PM »
*looks at the thing on Crew Ability Cards*

So...are these going to be in random packs? Or are they going to be buyable as things like "British Crew Cards" and "German Crew Cards"?
Are there going to be unique crews set up with specific ship and special Captain Cards? I hope they are not going to be a collectable-type
thing....

trboturtle

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Re: Crew Bonus dice
« Reply #23 on: February 19, 2010, 11:28:05 PM »
*looks at the thing on Crew Ability Cards*

So...are these going to be in random packs? Or are they going to be buyable as things like "British Crew Cards" and "German Crew Cards"?
Are there going to be unique crews set up with specific ship and special Captain Cards? I hope they are not going to be a collectable-type
thing....

I don't think they'll go the CCG route -- I see a set number of cards in the boxed set, with maybe a few in the expasion packs. As I understand it, each faction will have a set of cards, and you'll be able to use only a few of then for each game -- enouigh to make each game different....

Craig


First Sea Lord Randall Bills

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Re: Crew Bonus dice
« Reply #24 on: February 20, 2010, 12:45:55 PM »
*looks at the thing on Crew Ability Cards*

So...are these going to be in random packs? Or are they going to be buyable as things like "British Crew Cards" and "German Crew Cards"?
Are there going to be unique crews set up with specific ship and special Captain Cards? I hope they are not going to be a collectable-type
thing....

How they'll ultimately be packaged and sold is still a little up in the air. And yes, in addition to Crew Abilities I've got a host of Ship Quirks designed for future releases as well...as for "Commander Cards"...well, I'm wouldn't count anything out if the Crew Abilities and Ship Quirk cards go over well.

As for a "collectible-type" release, there's absolutely no plans for that.

Thanks.


Randall

OT Tom

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Re: Crew Bonus dice
« Reply #25 on: June 13, 2010, 12:14:12 PM »
Any rules for boarding?

We are trying to mash out some rules in which you can leap on board, beat up the other crew then steal their ship and add another one to your fleet!

Good times!  ;D

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Re: Crew Bonus dice
« Reply #26 on: June 13, 2010, 06:23:50 PM »
I think rules for boarding will be in the Commander's Manual, but I may be wrong on that.

I'm pretty sure I've seen indications that boarding will be a pat of the rules at some point, so you can rest assured at that.

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Conteshard

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Re: Crew Bonus dice
« Reply #27 on: June 14, 2010, 06:00:30 AM »
I don't think that boarding would be a very realistic option: it was allready very rare in sea battles (in the 20th century), imagine in sky battles!

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Tonbo Karasu

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Re: Crew Bonus dice
« Reply #28 on: June 14, 2010, 08:01:44 AM »
Oddly, it might be easier than you imagine.

I did some checking and it turns out that the Frenchman who invented abseiling is still alive in 1910.  That's just begging for some sort of tie-in.

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Re: Crew Bonus dice
« Reply #29 on: June 14, 2010, 01:46:03 PM »
I suppose it depends how you want to play it but for me boarding sounds entertaining indeed  :D
We'll probably just fluff some rules as and when.
In the last game we played the HML Hertfershire got wrecked so the next scenario we are going to play is that she is now a drifting hulk and it is a race/fight to see who can claim her!