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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Pinups
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on: March 21, 2008, 03:04:59 am
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This is awesome stuff, Arne! I had no idea such an artist was resident on the forums. I'm glad I came out of lurk mode in time to catch this thread before it's buried in the annals of time.
Actually, come to think of it, I think I did see someone repost some of your very old stuff...or maybe I came across your website? Was little cartoony doodles for some sort of Asteroids looking game...or maybe I'm totally confused.
Do you have a gallery of your work online?
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control - The RPG/Board Game
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on: March 21, 2007, 03:06:44 am
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Thanks for the kudos, y'all. It's good to know it goes over well.
Anyway, Count! I certainly can get miniatures made. The problem is it would cost absurd amounts of money. Getting each miniature sculpted alone would run me anywhere from 2-500 (space)bucks. And getting the mass-produced! I don't even want to think about it.
Suffice it to say, it won't happen unless I manage to sell some RPG/boardgame company (like Fantasy Flight Games) on it...also unlikely.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control - The RPG/Board Game
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on: March 19, 2007, 06:42:20 pm
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Yeah, it was just a teaser. For the time being, this boardgame is something I fool around with in my free time. I have other projects that I should be working on, so I'm trying to balance my time with them and with this. This makes progress a little slow, but it seems to be what's on my mind most of the time. Maybe I should give up work. LOL
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control - The RPG/Board Game
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on: March 18, 2007, 03:47:13 pm
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I'm currently toying with a movement "cap." Basically you can never move more than a total of six hexes in your movement and inertia phases. It SORT of makes sense, because inertia is almost always less of a problem for small, fast ships than it is for slow, lumbering ships. It still provides a "double-up" problem on some ships, so I still need to think about it.
As for a program...I am not a programmer, Valaggar. If someone else would like to take up the torch, I'd surely cooperate. But my knowledge of Visual Basic isn't enough to program a net-enabled board game.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control - The RPG/Board Game
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on: March 17, 2007, 01:28:19 am
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The Ariloulaleelay Jump should also be a Full Stop ability. If you don't believe me, test it in the game!
Considering the Ariloulaleelay has full-stop in GENERAL due to its inertia-less drive...seems kind of redundant. 1. For collisions: Assign a mass value to each ship. Collisions can only take place in the inertia phase. To find the collision power of a ship, multiply its inertia with its mass. For example, a Spathi with inertia 5 and mass 2 collides with an Umgah of inertia 1, mass 1. Spathi has 10 CP, Umgah has 1. So the result is that Spathi pushes the Umgah (without being itself affected) 10-1=9 hexes back. So the Spathi knocks an umgah back more hexes than a Pkunk can move in a turn? Seems iffy. 3. should work that way. I'll clarify it. 4. Working on that.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control - The RPG/Board Game
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on: March 14, 2007, 12:34:44 am
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Nah, Luckiest Day of Your Life is ironically about finding a lucky prize at a carnival. Some paths lead to a treasure map, others a magic luck stone, and so on. However, almost any path where you use this lucky item to your advantage leads to a bad ending. And of course, if you end up leaving it/throwing it away/etc. that's not entirely happy either. A strange (and highly ironic) book.
CYOA got canned in the late 90s, but some company bought the name and brought it back like a year ago. Entirely new series though. (#1 is no longer The Cave of Time for instance.)
Never seen Which Way? Though I do own a couple of Lone Wolf and D&D books...
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