Epochen > Science Fiction
Beyond the Gates of Antares
MacGuffin:
Mich haben die letzten Regelwerke dieses Herrn überhaupt nicht angesprochen und mein erster Gedanke war: hoffentlich ist ein Eimer voll W10 Teil des Deals, denn soviele Trapezoeder besitze ich nicht :rolleyes:
Andererseits hege ich auch große Hoffnungen hinsichtlich der Miniaturen und lasse mich bei den Regeln einfach mal überraschen. Trotzdem erst mal verhalten eingestiegen...
AndréM:
Antwort auf verschiedene Fragen und ein Video:
--- Zitat ---Welcome old and new backers!
Today we have a various bits of information to share with you, first up is a look at some of the upcoming updates we\'re planning:
Hansa Model - When we announced GoA we also opened up a section in our development forums asking for feedback on Hansa the Exclusive Kickstarter Miniature - in line with our backer development program. I\'m glad to say we had a great response with over 77 replies so far and so have initiated work on him. We briefed Kevin White this morning and he will be starting work on the model in earnest on monday. Just like we said we would, we\'re going to show you the process of development in various updates over the next 2-4 weeks as he creates him. So you\'ll get to see how Kev goes about creating his great models and get graphic detail on each stage. We\'re extremely happy to be announcing this so that we can hopefully start to put some minds at ease and actually just can\'t wait to show you his work!
Turn sequence - Lots of people have asked about how our game plays, so we\'re about to start sharing with you the various elements we have. We playtested the pre-alpha game last night in John\'s War room over pizza, and Rick is busy putting the finishing touches to the turn sequence from that session so that we can share it with you. We\'ll also open up a section in the development forums for you to discuss and feedback.
Custom Army update - there have been a number of questions on how these work, what are the choices etc so we\'re busy putting together a more detailed description so that you have a clearer picture of what figure options you will have, customisations, weapons and so on
WarDrones - We\'re going to open up a section in the development forums for you to start discussing these beauties. They will play a big part in our universe so lets get into them
Weekend Service - we\'ve been working round the clock over the last 4 weeks as we prepared for launch and then launched our Kickstarter, all of which has been hugely exciting for us so we haven\'t even noticed really, but our families have and are starting to miss us a little. So over the weekend we\'ll still be sending out updates and answering direct questions through KS messages, but you probably wont see us as much on the forums or comments sections. Hope that\'s ok, it\'s a marathon this one, no good sprinting the whole race - normal service will be resumed first thing on Monday morning.
Singularity Feeder Special - don\'t forget if you want a singularity feeder special, we\'re opening up 100 more of this tier at 5pm (UK time) today!
Ok, so next we have a look at the decision to use D10\'s over D6\'s - in video format!
http://vimeo.com/56751403
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AndréM:
Vorläufige Sketches die entsprechen den Wünschen der Backer geändert werden können.
http://www.darkspacecorp.com/forum/download/file.php?id=51
AndréM:
Rick Priestley schreibt auf DakkaDakka über GoA:
--- Zitat ---Yes I have designed a lot of games over the years - in greater part for Games Workshop - but bear in mind I had numerous jobs and roles during my 28 years with the company. For a large part of that time I was either relatively junior (so I worked on what I was told to work on!) or I was too senior (and only worked on side-projects and took no part in the main work of the studio). In between, when I could have worked on anything and pretty much determined what GW made, that was a very short period during which I ran the studio as well as being part of the management team - roughly 1992-1998. Even at the end of that period decisions about what we made were starting to be heavily influcenced by the sales and financial side of the business (rather than the creative side in the studio). Of course, when I was studio manager I also had the studio to manage - so writing games, doing all the support personally, organising all the promotion for a game and doing everything myself wasn\'t really practical. I had other things to do - like developing the plastic ranges, launching the \'big box\' format for games (with plastics for the first time), launching the army book and codex formats (new back then) and such dull stuff as managing production, print, packaging, buying, the licensing team, Warhammer Records (part of the studio!) and even more tedious stuff such as admin, recruitment and so forth. I still managed to design a few games in my spare moments - editions of Warhammer and 40K as well as Necromunda spring to mind.
So - the point I\'m trying to make here is you shouldn\'t read into the fact that I\'ve worked on lots of projects is any indication that GoA is some here today gone tomorrow affair. Yes I have undertaken some historical projects for Warlord - I thought I might as well - I was unable to work on what GW considered \'competing\' projects for a period after I left. That was a contractual issue I couldn\'t do anything about. Historical proejcts were not considered to be competing. Lucky for the Perrys I say!
I see GoA as practically my last chance to do something I actually own - I don\'t own 40K although I invented it - and I receive no royalties or payments on account of any of the things I created for GW - from games such as WH and 40K to \'IP\' such as the Imperium, Space Marines, and so on. With GoA I intend to retain the copyrights as would the author of any work of fiction - for example - and from that I hope to manage an income that will support myself and my wife over the next twenty years (and I\'m 54 this year so let\'s not tempt fate!). I\'ve been designing games and creating worlds since I worked with my friend Richard Halliwell to create the Reaper game in 1977. Beyond the Gates of Antares will be the first thing I\'ve done that I actually own. So - no - I don\'t intend to give up on it! Sure we might expand the universe with other games - all of which will roll in to the real-time online metagame - but this one is for keeps.
So - committment - yes 100% - and we know there is a lot of hard work ahead and sometimes things won\'t go as quickly or as well as we\'d hope. It is a dream. But it\'s not a bad dream though I say it myself. With the help of our backers it\'s a dream I know we make make happen. Please take a look at our website here at Dark Space Corp http://www.darkspacecorp.com/ and back our kickstarter if you can - we\'re doing really well so far but the more we can raise the more quickly we can move forward with plastics, full online metagame development, extra sculpting and the unending process of support and innovation.
Thanks for reading this far!
--- Ende Zitat ---
Außerdem gibt es einen Einblick in den Rundenablauf:
http://www.darkspacecorp.com/forum/viewtopic.php?f=57&t=143
AndréM:
Infos zu den Fraktionen:
--- Zitat ---AN OUTLINE OF FACTION FORCES
Concord factions - CoCom strike units are recruited and provisioned by the CoCom and have a military level of equipment - because all Concord fighting troops are volunteers (or in effect mercenaries) they tend to comprise Revers, various types of Pans - mostly from within the Concord but not exclusively - ditto types of Sims - and a significant element of sentient machines notably WarDrones. Concord exploratory and mission specific units are more likely to be mercenary units (effectively warbands or professional hired fighters) and have a more variable but individual level of equipment and fewer sentient machines. NuHu can appear in both - but have a role of \'special advisors\' and sometimes as technicians or investigators. For example, a mission might be to accompany a NuHu survey team to a newly discovered world to project it whilst it conducts a cultural analysis of the native population, a bio-assessment, or some such task.
Isorian faction - the Isorians are essentially a breakaway group of the Concord and they are similar in respect of how the forces operate.The difference is that the Isorians have direct contact with a different group of alien and have developed some unique technologies that are incompatible with the Concord (for various reasons - but mostly I think of this as a giant \'software bug\'). This includes Isorian phase-armour - which is the basic armour type for the military arm of the Isor.
Freebooters - Shard and ExCon - these are traders, gunrunners, occasional mercenaries, criminal gangs, and working adventurers - in other words guys whose prime motivation is to look after themselves. I have made these two separate factions corresponding to those who work within the Concord and those who don\'t - but I\'m tempted to amalgamate them, as I\'m not sure there\'s enough essential difference. In the meta-game some of the episodes would invite the Freebooters to enter results for one of the other factions -and they would pick up the benefits from the faction they support. This would neatly divide Freebooter factions anyway, and would enable Freebooter players to \'play the field\' - making them really mercenary and opportunistic - which I rather like! Anyway - mostly Revers but also Pans, Sims and renegade aliens - some sentient machines but not universal.
Determinate - I currently have this as one faction in the game - but really it\'s representing a loose alliance of mostly Pan civilisations that maintain their independence outside of the Concord and Isorian Shards. Their forces would be mostly made up of the Pan or Sim type specific to one world - and might have a military or mercenary type of organising depending upon type. The potential here is for a huge number of distinct armies - as well as mixed \'allied\' forces for players who prefer to mix - but some of the Determinate forces will be extreme isolationists - such as the Gwar. To start with we\'ll make models for Determinate forces that are less rabidly specie-ist (is that a word!) as otherwise we have to make very large numbers of models to facilitate play. There is obviously the potential for us to divide Determinate forces into separate factions - but the players can drive that i.e. if enough players want a \'Gwar\' faction then the Gwar will go it alone.
Vorl Orde - the Vorl - and most pure alien species - will have forces of that species - these might include mercenary human types in some cases - but not on the whole. The Vorl shock troops are A-G troops (anti-grav) and these are the troops most likely to be encountered in military type conflicts. I am picturing the Vorl as quite a militarised race – divided into a number of Orde which might occasionally fight amongst themselves, especially where the Prime Orde (if that is the term) is weakened in some fashion.
- Rick Priestley
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