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Autor Thema: Beyond the Gates of Antares  (Gelesen 9995 mal)

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macaffey

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Beyond the Gates of Antares
« am: 21. Dezember 2012 - 11:31:47 »

Rick Priestley hat mal wieder was Neues.

http://darkspacecorp.com/

Vielleicht fĂŒr den einoder anderen von Interesse.

Gruß

Macaffey

nath

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Beyond the Gates of Antares
« Antwort #1 am: 01. Januar 2013 - 11:52:38 »

Der Kickstarter dafĂŒr ist jetzt gestartet: Beyond the Gates of Antares

(Die ersten limitierten Level sind schon ausverkauft, wer Interesse hat, sollte also schnell gucken.)
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AndréM

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« Antwort #2 am: 01. Januar 2013 - 13:40:57 »



Rick Pristley stellt sein neues SF-Spiel vor und heute Nacht ist der Kickstarter dazu online gegangen:

Website: http://www.darkspacecorp.com
Kickstarter: http://www.kickstarter.com/projects/2037958218/beyond-the-gates-of-antares

Kurz zusammengefasst:

> Skalierbares W10 System dass sich fĂŒr Skirmish-TT, Mass-TT und RPG skalieren lĂ€sst.
> Eher Hard-SF als Space Gothik, weiterentwickelte Menschheit die sich in verschiedene EntwicklungsÀste aufgespalten hat, Drohnen, aber auch Aliens.
> Spielerschaft wird an der Entwicklung teilweise beteiligt.
> Events/Kampagnen beeinflussen die Entwicklung des Spiels (also Storyentwicklung, erscheinende Miniaturen/Völker).
> Backer in Alpha- und Beta-Phase involviert. Hardcover-Buch erscheint dann gegen Dezember.
> Sehr gute Modelleure, Maler, Regeldesigner aus der Branche involviert.
> Beim Kickstarter kann man Armeen als Credits wÀhlen, d.h. man kann sich nach dem Ende des Kickstarters seine Armee zusammenstellen wie man will und muss nicht vorgegebene Packs nehmen.

Erstes Goal: 300.000 Pfund
Aktueller Stand: knapp 17.500 Pfund
Verbliebene Tage: 58

Kommende Stretchgoals:

Stretch Goal 1 – We have lift off! - £325,000

    Add 10 Credits to Dark Energy
    Add 20 Credits to Feeder

Stretch Goal 2 – G-Force Face - £350,000

    Add 10 Credits to Dark Energy
    Add 20 Credits to Feeder

Zur Zeit ist Feeder einer der besten Deals:

https://s3.amazonaws.com/ksr/assets/000/318/143/2bdf7de053f4ae4929ee8a5f82faa25b_large.png?1356706713
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

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NemesisCH

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« Antwort #3 am: 02. Januar 2013 - 11:10:16 »

Bin da dabeim was ja Niemanden wundert wird, natĂŒrlich mit einem der \"ausverkauften\" limitierten Angebot. ;)
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Strand

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« Antwort #4 am: 02. Januar 2013 - 13:21:21 »

Ich bin gespannt, ob sich dies in der Flut der Neuerscheinungen durchsetzen wird und wenn ja, wie sie sich ggĂŒ. 40k positionieren. Trotz des Namens Priestley bin ich aktuell skeptisch, wĂŒnsche der Kampagne aber alles Gute.
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AndréM

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« Antwort #5 am: 02. Januar 2013 - 23:55:08 »

This is the first of our Antarean Universe content releases, and first up are the Panhumans, also known as Pans.

Humans spread throughout Antarean space during a past time so ancient that almost nothing of that story is now known. Galactic civilisation has risen and fallen many time in the interim, torn apart by destructive wars, near-obliterated by natural catastrophes, and submerged beneath waves of alien invasion. The current era is the Seventh Age – the Age of the species we know as NuHu – NuHumans. But the NuHu are just one of many millions of different human species that have evolved since the time of pre-spacefaring humans. All of these human species are collectively panhumans. Whilst this means that NuHu and the primitive Revers are also panhumans, the name Panhumans – or just Pans - is most commonly used to describe all those other human descended species. Of course, individual species wouldn\'t necessarily identify themselves as Pans; they would think of themselves as belonging to a particular world or a particular species of Panhuman, for example the squamous Boramites originally from the Boram Asteroid mines of Gar’Xu, who have now spread throughout many of the mining colonies of the Spill.

Most kinds of Pans are the inhabitants of a specific home world – the world where they originated or a world that they subsequently settled and occupied. Often a species will be adapted to live on that world, able to bear high or low gravity, different atmospheres, extreme temperatures, and dangerous levels of radiation. These adaptations are only partly a result of natural selection. They were mostly initiated by means of transgenic engineering in the distant past, as is evident from the genetic structure of Panhumans today. Pans display a far wider variety of form and adaptations than would be possible with the basic human genome. Some species are undoubtedly the remnants of military experiments to create super-soldiers, though the wars that they were designed to fight are long forgotten. Others may have been engineered to resist radiation or survive in hostile environments far different from those they now inhabit. Many have evolved unexpected traits thanks to instability in their underlying transgenic mutations, creating creatures that are hardly recognisably human at all. Some of these species are mere misshapen brutes, degraded creatures of limited intelligence, the victims of ancient bioengineering projects that ultimately failed.

There are so many different Panhuman species in the Spill that spacecraft, fighting companies, freebooters and most space faring groups typically contain a fair mix. The appearance of space faring humans varies so much that people are accepted for what they are regardless of their appearance. As Antarean space includes a fair number of genuinely alien species, people are used to seeing all kinds of body forms, colours of skin and fur, and varieties of limbs and sensory organs. Some isolate worlds of the ExCon are less tolerant of other Panhuman or alien species. A few, such as the warlike Gwar, are openly antagonistic to all other species, regarding Gwar, the Gwar home world, and Gwar culture as sacred expressions of a cosmic divinity. Such religious or socially driven isolationism is not uncommon in the worlds of the broader Spill, but this kind of extreme parochialism is practically impossible within the Concord or Isorian Shard.

Below you can see some early concepts we\'ve done as we start to explore the various forms Pans can take.



Der Kickstarter hat bereits knapp 40.000 am zweiten Tag erreicht.
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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« Antwort #6 am: 03. Januar 2013 - 17:20:24 »

Details zum eigentlichen Spiel:

Zitat
We\'ve played games so far with up to forty models a side - divided into about eight units each - and the system works well at that size. The aim is to create a game that has the dynamic of a raid, or a localised action, or maybe an encounter betwen two fighting contingents. I\'m thinking of those contingents as \'companies\' but the way the background works they are really semi-independant fighting bands of about 30 individuals plus a certain amount of supporting kit - such as heavy weapons and vehicles. I imagine that once we have the opportunity we\'ll be playing some bigger game to make sure they flow smoothly - but the scope of the conflicts is along those lines.
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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« Antwort #7 am: 03. Januar 2013 - 22:29:18 »

Ein Blick auf die Balance:

Zitat
Today\'s update is all about Balance, as there have been a fair few of you wondering about how we\'ll manage this within our Real-Time Dynamic Gaming Universe. So from the man himself:

MAINTAINING BALANCE IN A CONSTANTLY EVOLVING UNIVERSE

When it comes to realising our dream of a real-time games universe there are many things to consider– and naturally keeping a balance within the different factions is one of them. What happens if one faction becomes overwhelmingly powerful? Won’t the winner just grab all the best kit and quickly become unassailable? Questions along these lines have popped up on several forums as well as on our own DSC forum where I have posted on the subject of course. Well – I’m a little surprised that ‘game balance’ should excite folks quite so much – what about dynamic game play? What about player interaction? What about the internal tension of the game with those soaring highs and crashing lows? Then there’s narrative content, adventure, stories of battles and daring do! Sure game balance is important because a game has to be a game and not a foregone conclusion – but as a designer I know that making a fair and balanced game is achievable – at least within reasonable limits. Making a great game – making an exciting game – a game that compels – which invites innumerable strategies and is worth the hours and thought that players put into it – that is the challenge!

But balance it is :) Balance between the factions is the matter at hand – how to make sure that the universe evolves in a fashion that enables all the factions to continue to take part in a way that is rewarding and ultimately fair. Well, the chief tool that lies to hand (stop sniggering at the back) is the humble points value – or credit limit – call it what you will. Any material upgrades that become available will have a game value – and needless to say the more potent an upgrade is the more it is worth, and in games fought to a standard points total this will obviously change the make-up of a force without necessarily making it better. It gives a different option – opens up a dependent tactic in some cases – or it improves one aspect of the force but only at the cost of surrendering something else. So, regardless of what new kit we decide to introduce, there’s no reason for it to unbalance the game.
There is another good reason why new kit won’t unbalance actual play – and I blush to confess it – because I won’t let it. If by some terrible mischance (perhaps prompted by a sudden fever or sense of despair resulting from some new revelation of governmental incompetence) we should make an error in a points value or game value, then it is easily changed. Easily – because the upgrades will be managed as online downloads – and I’m imagining a downloadable card format here – so there is no need to endure the tedious tyranny of a printed supplement that won’t be updated for four, six or ten years depending upon some incalculable whim. In other words – yes I know it’s practically impossible to introduce new stuff and get everything exactly right all of the time – so, safety net the feature! Make sure you can change it quickly. Better still get it right and save yourself the embarrassment – but at least you know it can be sorted if necessary.

Again – I have said this before on the DSC forum – balance within the game is best achieved by designing within the parameters of the original design. It helps if you know what those are of course – and I fear that many games do suffer from power creep out of nothing but ignorance. If you understand the basic design parameters: the spread of stats and modifiers, the rigid linking structures that cannot be broken, and soft structures that can; then all you have to do is stick to those guidelines. Break them occasionally and knowingly. Introduce counter-balances to offset factors that take stats out of the ordinary range for a type. Don’t put balancing mechanics into soft mechanics that are mutable by special rules. These lessons and many more beside are there to learn from – so learn from them. Nail down the design parameters at the start – make sure than new additions sit within those parameters.

Okay that’s three basics for balance of kit and upgrades – then there’s the balance between the factions. Hardly fair if one faction leaps out in front and picks up all the joy, leaving the other guys playing a supporting role to the star performer. So what do we do about it? Well, again there are ways and means, some of which come down to the episode design – and by episode I mean the campaign or game – and some of which come down to how the data is collected and applied. I know that this latter subject has roused some curiosity, and I shall come to that in a moment, for now let’s look at episode design.

The real-time universe will run as a series of episodes and the intention is that there will be a number of episodes running concurrently. Some will be designed to last for a good while (whole wars for planets) others will be a single event lasting only a day (raids or assaults) and many others will be somewhere in between. Some of these episodes will bridge to other episodes and some will be stand-alone affairs. Within the major episodes there will be zones or areas that have to be fought over and won by one faction before the next tier is opened up, and that tier might itself lead to a further tier, and so on. It’s a basic tree structure starting with many zones, crunching down to fewer, and eventually crunching down to one and a result. Upgrades and bonuses are available within each tier and within many of the zones – and mostly these will be upgrades that are specific to that episode – so information, tech, allies, or whatever we care to include - which remain as options to players for the duration of that tier or episode. These bonuses are internal to the campaign, and in this case balance becomes a question of campaign design. This is why we aim to start off with short episodes by way of proofing the system. I’m not going to go into detail about the episode structures, except to say that the idea is to sort the factions by priority with the campaign, giving the leading factions preference of choice, but spreading the bonuses around. Upgrades and bonuses that endure beyond the episode – and these will be less common– will be handled online as already described. In addition, in most cases any upgrades won by one faction will, in time, spread to other factions, and this could be activated by results in further episodes, for example.

All right, nearly done here, only one more topic to go and the weary reader can wend his way to bed and a well-earned bout of shut-eye. This one is about the data handling – how do you set this up to make sure that results can’t be manipulated by the players? Well, the short answer is you can’t stop individuals fabricating results if they are determined enough to try. Results will need to be validated by both parties, but no system we could come up with could possibly stop players inventing games and putting in results 100% of the time. No. Now this is something I once found myself discussing with the chap who is in charge of Electron Arts Online RPG development, who is a good friend of mine and whom I have worked with on various projects over the years. So, I says to Paul
 for his name is Paul
 ‘how do you make sure people don’t try to skew the results’. And Paul looks pityingly upon me and says
 ‘you don’t you fool
 it’s all in how you sift the data’. And the secret is: one, don’t sift the data the same way all the time but vary the system, and two, don’t tell anyone how you sift the data! So – yes – we won’t necessarily treat all data equally all the time – so trying to manipulate the overall result will be quite difficult. There is also common sense at the end of the day – and there is no substitute for a suspicious mind and a cold eye.

Help us spread the word

We need to make sure everybody knows about us, so we\'ve made some helpful artwork to help spread the word. GoA is all about involving you guys right at the start and our first job is to get us funded! So get creative on it, anything you can think of to spread the word from wandering around your home town with a robot WarDrone suit on (ok, so we haven’t actually made any but a simple cardboard box with the words “I’m a WarDrone – Pledge NOW or my IMTel nano-drones will infect you” will probably work!) to downloading this PDF (http://www.darkspacecorp.com/ks-flyer/), emailing it to your friends and relatives, printing it out and handing it out to literally everyone you come across, you can even get some blue-tak and stick it on the foreheads of shop owners if you like! (apologies if you are actually a shop owner
 stick it to a customer’s forehead perhaps? )

Anyway, the point is: If you tell as many people as possible there’s a much better chance of us first: hitting our funding target, and second: hitting some of our stretch goals and ultimately giving you even more cool stuff to play with.
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

xothian

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« Antwort #8 am: 03. Januar 2013 - 22:41:02 »

Zitat
Trotz des Namens Priestley bin ich aktuell skeptisch, wĂŒnsche der Kampagne aber alles Gute.
der name priestley ist fuer mich bald ueberstrapaziert ... wieviele regelwerke kommen denn noch von \"ihm\" raus in letzter zeit ?

... ansonsten schreckt mich die web2.0 mentalitaet dieses projekts etwas ab, aber solange nette figuren rauskommen bin ich der letzte der sich beschwert
muss das spiel ja nicht spielen ;)

ciao chris
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AndréM

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« Antwort #9 am: 04. Januar 2013 - 02:03:25 »

Der Mann ist einfach gut was Regeln angeht und einiges lag schon sehr lange in der Schublade. Nur durfte er ja nicht immer so wie er wollte.




Soeben wurden die 50.000 Pfund erreicht und damit ist der Kickstarter innerhalb von 3 Tagen zu 1/6 finanziert.

Der Kickstarter lÀuft noch 56 Tage.
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

MacGuffin

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« Antwort #10 am: 04. Januar 2013 - 14:20:29 »

Mich haben die letzten Regelwerke dieses Herrn ĂŒberhaupt 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 ĂŒberraschen. Trotzdem erst mal verhalten eingestiegen...
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AndréM

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« Antwort #11 am: 04. Januar 2013 - 17:03:37 »

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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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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« Antwort #12 am: 04. Januar 2013 - 17:32:47 »

VorlĂ€ufige Sketches die entsprechen den WĂŒnschen der Backer geĂ€ndert werden können.

http://www.darkspacecorp.com/forum/download/file.php?id=51
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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« Antwort #13 am: 05. Januar 2013 - 21:33:08 »

Rick Priestley schreibt auf DakkaDakka ĂŒber 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!


Außerdem gibt es einen Einblick in den Rundenablauf:

http://www.darkspacecorp.com/forum/viewtopic.php?f=57&t=143
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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Beyond the Gates of Antares
« Antwort #14 am: 07. Januar 2013 - 01:12:46 »

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
Gespeichert
> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!