Author Topic: FreeSpace is back... this time in tabletop form.  (Read 1351 times)

0 Members and 1 Guest are viewing this topic.

FreeSpace is back... this time in tabletop form.
Before the VBB went down, I mentioned a tabletop FS2 game I was working on.  After nearly two years, I'm finally close to finishing it.  It started out with Warhammer 40k-type rules, but now it's totally different and much better.  Rough version history follows:

v1.00   The very first attempt.  It used D6-s exclusively, meaning about 40 or 50 dice per round of dogfight.  Hit points were hooked directly out of the game files and divided by 10 (coz I'm lazy), so advanced maths was required to resolve a laser hit.  Game balance was nonexistent, because the 'timing' for fighter battles was much faster than capship battles.  The result was that Erinyes fighters could vaporise a Rakshasa in two turns, while an Aeolus struggled to scratch it.  Beam charge times were astronomical, so you'd loose track of how much longer (in hours) it was before your beloved Beam could fire again.  I played one game of this, and altered the ship stats to strengthen the Shivans, who were at a severe disadvantage.  After the next game (which the Shivans won by a massive margin) I ditched the rule set permanently and the game idea for four months.
   
v2.00   The next step was to D20-fy the rules.  I changed the fighter rules to treat a fighter wing as a whole rather than as individual ships, which sped up dogfights no end.  This also enabled me to use lower numbers of hit points for capital ships (about 25 for a Corvette, instead of 8000).  Fighters had 4 hit points each, two of which were 'rechargable' shield points.  Weapons came down to Firepower ratings (to penetrate shields/armour) and Damage ratings.  Capital ships had one 'Laser' rating and one 'Flak' rating, instead of thousands of turrets, which also sped up play.  Subsystem targeting was simpler, and they just had an armour rating that would be added to the capship's basic armour rating to determine if they got hit or not.  Beams charged faster, so it was actually possible to get in more than one shot in a game.  The 'to hit' chances were still stuffed, though, and the Firepower ratings meant that ships were either too hard or too easy to damage.  I dropped this out the window after two games, neither of which went as planned.

v3.00   I hit on the 'ultimate' game idea about a year after I began the project.  This time, I decided to abandon the idea of massive fleets and stick to a 'Privateer: The Darkening' type of game.  This meant that I could go overboard on the detail and make each ship more characterful.  Each player would only have a single vessel under their command!  Games would be smaller, etc, etc...
   It didn't work out quite that way.  I put together a rule system that involved multiple hull sections for ships, multiple armour layers and facings, and individual gun turrets.  I even worked out ship and system masses, with the intention of doing accurate collision rules.  Beams would actually be able to cut bits off ships, and you'd be able to run a roleplay-like campaign where the players could buy ship upgrades.  I'd finished most of the rules and got as far as drawing up the Argo transport before I hit upon a problem.
   It didn't work.
   The rules were fine, but depending on how you looked at them they were either too complex or too simple.  The players would have great fun in the campaign, but the poor Games Master would have to invent Quantum Maths in order to run the campaign.  So I looked back at version 2, cut some extraneous detail out of version 3, and merged the two.

v4.00   The capital ship rules were lifted straight out of version 3, with the elimination of ship masses and the reintroduction of the 'Flak rating' idea from version 2.  This means that big battles are again possible, but with really cool details.  Fighter rules are also fairly close to version 2, except I dropped the 'rechargeable hit point' shields when I noticed that the Armour of a capital ship was very much like the shields of a fighter.  Two separate Penetration values were required (not my original intention) but they worked well.  Subsystem depth, profile, and random hits all came from version 3.  The Beam Hits table would have come from version 3 if I'd finished the Beam rules before moving on.  This is definitely the best version so far, but I dare say it can be improved.


Playtest for v4.00 is tomorrow, I hope.  If the people at my local wargaming club like this game, I might be able to persuade them to join the FS2 community!

PS. My username on VBB was BlackDragon, the same guy trying to write a FS2 novel.  That project has reached about thirty-something pages, but hopefully the next 30 won't take a whole year...
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

 

Offline redsniper

  • 211
  • Aim for the Top!
FreeSpace is back... this time in tabletop form.
how much effort is required to play this? can you just play a quick game of FS2 or does it take 10^20592 years to set up?
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
FreeSpace is back... this time in tabletop form.
Christ. I thought I was a masochist.;)

 

Offline Flipside

  • əp!sd!l£
  • 212
FreeSpace is back... this time in tabletop form.
LOL! How about a game based on Space Hulk, but following squads of marines trying to clear out Shivan Infestations after the Great War :D

Flipside :)

 

Offline Stryke 9

  • Village Person
    Reset count: 4
  • 211
FreeSpace is back... this time in tabletop form.
Huh. Nodewar offline?

 

Offline Flipside

  • əp!sd!l£
  • 212
FreeSpace is back... this time in tabletop form.
Ummmmm.... No.

Space Hulk is a little different to Nodewar, less interactive, but that leads sometimes to a more focused game :)

Flipside.

 

Offline Shrike

  • Postadmin
  • 211
    • http://www.3dap.com/hlp
FreeSpace is back... this time in tabletop form.
Quote
Originally posted by Flipside
Ummmmm.... No.

Space Hulk is a little different to Nodewar, less interactive, but that leads sometimes to a more focused game :)

Flipside.
Considering one is in effect an RPG and the other is a tabletop wargame, I'd say the differences are more than 'little'. ;)
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Stryke 9

  • Village Person
    Reset count: 4
  • 211
FreeSpace is back... this time in tabletop form.
Dude, I know what Space Hulk is. Or, at least, what one version is... There's more than your posts to a thread, you know. Namely, there's my posts.

 
FreeSpace is back... this time in tabletop form.
Playtest went excellently!  Dogfight rules are SMOOOOOOTH.  Capship damage is complicated, but I fixed that in about 5 minutes.  Flak rules still need tweaking.  Next playtest: next Sunday.  All in all, this version works very well.

Data sheets for capships are premade (by me) so you just print 'em and write in the ship name.  Fighter and Bomber wings need a bit of maths work (but since it's done in Excel I'll put some formulae in to do it).  An eight turn game took under 2 hours (just), and with the capship rule updates I can knock another half-hour off that.

Can't wait to do Hecate rules...

Yeah, the game isn't exactly quick.  Timescale for a game is a bit like Warhammer 40k, but you can set FS2 up slightly faster.  Ideally, you'd have a Gamesmaster adjudicating and designing the mission.

I'll try and write up a mission set that follows the FreeSpace 2 computer game.


[edit:]
OK, the Flak system damage rules have been vastly improved.  Instead of being treated as a normal subsystem, making it incredibly easy to disable, hits on it require you to roll a dice and look up a table for effects.  These vary, but are usually something like reducing the Accuracy or Range of the flak guns on that ship facing.  Damage to flak systems can be repaired like any other subsystem, so your flak guns will gradually regain their power after being out for a turn or two.

Capital ship armour damage is much simpler and quicker to resolve.  So's aiming.  I've pinned down the hull damage rules too, so there's fewer 'Oh god, I never did rules for this' situations.  Fighter Morale stats have been improved, so now it takes account of damage rather than number of fighters lost.

The shooting system involves rolling a D20 and adding your weapons' Accuracy rating.  If this is at least as high as the enemy's Target Signature (or Agility, for fighters) you hit.
Most guns are Accuracy 4 or 5.  AAA Beams are Acc 9!
Examples of fighter/bomber Agility (Elite rank adds 1):

GTB Medusa: 14
GTB Artemis: 16
GTF Erinyes: 16 (but must be Elite)
GTF Pegasus: 20
SF Dragon: 21 (but must be Elite)

The Dragon is the only Shivan fighter I've done so far.  Because it's fun.  Some of you might wonder why the GTF Erinyes has the same Agility as a GTB Artemis.  Answer: I haven't got a clue.  It just kinda turned out that way, coz the Erinyes gets a better Initiative stat anyway.  I'll go fix it now, by making the bomber Agility 15.
[/edit]
« Last Edit: August 11, 2003, 04:22:22 pm by 1322 »
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

  
FreeSpace is back... this time in tabletop form.
OK, the rules are as close to perfect as I can be bothered making them.  Second playtest went very well.  Same mission as last time, but this time the other side won by about the same margin.  So the forces were balanced.

Common denominator:  I played the losing side in both playtests.

Now I just gotta do the stats for the other ships, faction special rules, and points values.
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker