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Topic: Star Control - The RPG/Board Game (Read 39084 times)
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Spektrowski
Frungy champion
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Posts: 77
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And think what might come out if you add your combat system into this adventure It'll be as replayable as the original game
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Clay
*Many bubbles*
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Posts: 169
What can we do for you...today?
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Luckiest Day of Your Life by any chance?
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Clay
*Many bubbles*
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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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Valaggar
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Plus, Umgahs regenerate too slow. 2 turns should be reasonable. Additional suggestions: 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. 2. Attack Ground: Attack a hex. The hex will be marked with a token. For that turn only (including inertia phase) any ship passing through will be damaged (still roll Attack, Pilot and Reflex dices as usual). 3. The Umgah Cone should have the trait to be activable for a turn (which means that the regen counter is reset, but the cone cannot be penetrated - it cannot miss in the Reflex phase unless it is attacked by a homing weapon). 4. Not all reflex weapons can stop any incoming projectile - for example, Ur-Quan Fusion Bolts pass through Umgah Antimatter Cones.
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« Last Edit: June 29, 2007, 09:42:50 pm by Valaggar »
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Valaggar
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Eh, this can be fixed by adjusting the mass values. This was just an example. And sorry about the Full Stop - I was thinking in terms of EP-Mod's Arilou Arch-Mage.
Plus, after testing the game a bit, I found out that a program for playing it would be a very good idea - it removes the boring aspect of the game completely.
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Clay
*Many bubbles*
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Posts: 169
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Hey, I don't suppose anyone has the font used for headers in the SC2 manual? I remember someone was making a remake of the manual targeted to UQM with it...but I never got the typeface from it.
I'm currently using Eurostile, which is nice, but it might be nice to have some SC-flavored fonts, too.
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Clay
*Many bubbles*
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Posts: 169
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Figured it's about time I get going on this. Gonna start cleaning it up and make a proper game out of it to propose to TFB. Here it is so far:
http://www.wiseturtle.com/uql.pdf
The little black bars on the right side indicate what chapter you're on, for easy flipping.
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Valaggar
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No more than one ship per player in a single battle?!
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Clay
*Many bubbles*
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Multiship combat will be explained in an "advanced rules" section. I was mainly presenting the design of the page than the text.
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