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I'm working on a pack of modchips. Ideas? http://www.worldworksgames.com/forum/viewtopic.php?f=49&t=9365 |
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Author: | uncre8d1 [ 03-01-2011, 01:47 PM ] |
Post subject: | I'm working on a pack of modchips. Ideas? |
Author: | uncre8d1 [ 03-02-2011, 12:02 PM ] |
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Author: | Matthew777 [ 03-02-2011, 04:56 PM ] |
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I would help you out... but I don't own WormHole. Anyhoo... perhaps modified engines? Modified thrust/turning? Elite Crew? Probably not of much help to you since I don't own the game... yet. |
Author: | uncre8d1 [ 03-02-2011, 05:20 PM ] |
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Author: | Matthew777 [ 03-02-2011, 06:36 PM ] |
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Author: | uncre8d1 [ 03-03-2011, 03:58 AM ] |
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Author: | futabachan [ 04-13-2011, 10:03 AM ] |
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Now that the Verus are out, and there's a destroyer/frigate - cruiser - battleship - carrier set for at least one group of races, I'm tempted to try to use Wormhole as a combat system for Twilight Imperium (or TI3 as a scenario generator for Wormhole). Modchips for the various technology options that TI3 races can buy would be wonderful. I have some notes on some early noodling I did on how to make it all match up that I can try to unearth, if there's any interest. |
Author: | uncre8d1 [ 04-13-2011, 11:10 AM ] |
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I don't know anything about that game, but if you can boil down some options to a couple sentences each, I can throw 'em on a chip for ya. |
Author: | futabachan [ 04-14-2011, 04:59 PM ] |
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Author: | uncre8d1 [ 04-14-2011, 05:59 PM ] |
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Author: | uncre8d1 [ 04-23-2011, 05:31 PM ] |
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well, right now I'm up to 13 'negative' modchips and 11 'positive' ones, on top of the 9 I previously submitted as bashes... The new ones are just notes on a page until I can get the graphics worked up (and decide which ones will be Verus chips). |
Author: | Delloman [ 04-23-2011, 06:15 PM ] |
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cool |
Author: | Renato [ 05-04-2011, 02:08 PM ] |
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Author: | uncre8d1 [ 05-04-2011, 02:19 PM ] |
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Welcome, and very nice first post! Good thinking, I can definitely add those to what I have. I had 3 new missiles written out, haven't made the final stuff yet: Plasma : 10pts each. 4 dmg + 1 hvy plasma marker, other stats the same as the standard Verus missiles. EM (I like Ion btw): 1 dmg + shuts down all order switches next turn Blink missile: 3 dmg. can move through obstacles the same as clear space, but cannot end movement 'inside' another object. MODCHIPS: The one-off jetpack is a great idea! I like the prototype idea, but I'd suggest this: prototypes are untested improvements, so to use that label I'd put a d6 roll in there, with the options of extra whammy versus no whammy. My suggestion for hinky equipment would be along the lines of 'corrosion' or something else detrimental. More on this later, it's IHOP time! |
Author: | uncre8d1 [ 05-04-2011, 06:43 PM ] |
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mmmmm.... IHOP. OK, back to business. MODCHIPS: so far I have... (costs of x/y/z mean the modchip costs x pts on a ship, y points on a capital, & z points on a supership - no squads for these) Cost__________Title/description [Negative modchips] -5__________Green Crew: SPD-2, this vessel loses 1 extra order per turn -5__________Green Commander: @ start of each turn, roll 1d6. (4=no special orders this turn, 5=SPD+3 this turn, 6=use 'crippled' stats this turn) -5__________Rookie Pilot: Each time this squadron gets a S.Order, roll 1d6. (4+= do not carry out S. Order) -5/-10/-15 __Skeleton Crew: Ship starts with normal HP but uses Power Loss stats. -10/-15/-20__Faulty Power Core: 1d6 @turn start. (3-4=1/2 SPD, 5-6=ATK-1) -10_________Faulty Comms: +2 order loss per turn (for fleet) -5__________Green Repair Team: -1 to all repair rolls for this vessel -10/-15/-25__Limping Along: ship starts game at 2 HP above Crippled. -5/-10/-20__Faulty Power Relays: for each weapon fired, roll 1d6 (including autofire). (6=weapon fails) -5/-10/-20__Comms down: Order loss is doubled for this vessel (cannot be put on command ships) -5__________Containment Flaw: When this ship reaches Crippled status, it explodes. -5/-10/-20__Subsystem Failure: This vessel has no autofure. -10_________Dimensional Instability: Some part of this vessel's base must be within 12" of a wormhole at all times. If it is not, the ship vanishes and victory points are awarded for its destruction. [positive modchips - haven't thought about cost for these yet] -Redundant Power Supply: This vessel has no 'Power Loss' status. Use 'AOK' stats until vessel is crippled. -Secondary Bridge: Special Orders are always available. -Comms Expert: This vessel gets one extra order per turn. -Science Officer: Remove this chip to either prevent 2 damage to this vessel, mark 1 extra damage on the next attack, or give this vessel 1 extra MOV this turn. -Crosstraining: This vessel may use an Attack order to attempt repair (attempt gets -1) -Control Deck (only for carriers): all friendly squadrons get +1 SPD -Laser Comms (command ships only): no unit with line-of-sight to this vessel contributes to order loss -Verusian Refit: This vessel gains a Gladius turret and its SPD is -2. -Hypercooled Engines: This vessel may make 1 extra MOV per turn at SPD 4". -Tractor Array: ship can 'pull' (force movement from) any touching unit of lesser value, but this vessel's SPD is -3 when pulling. -Running Hot: This vessel's SPD is +6". Each time a ship is attacked, roll 1d6. (4+=double this attack's successful damage). -Damn the Torpedoes: When ramming, this vessel's weapons are drained of power and are nonfunctional (including autofire). For each weapon, roll for 1 extra mark of damage for the ram attempt. -Reroute Power: If this vessel does not move, it gets 2 extra rounds of autofire this turn. Thoughts? |
Author: | futabachan [ 05-09-2011, 12:34 AM ] |
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"Crosstraining" and "Reroute Power" both seem rather overpowered. I'll have to play with the others a little. |
Author: | uncre8d1 [ 05-09-2011, 04:54 AM ] |
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Author: | uncre8d1 [ 05-13-2011, 11:47 AM ] |
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OK, subbed the bash after putting some limitations on crosstraining, reroute power, and a couple others, and eliminating one or two chips. I wound up with 24 new chips. Hope y'all enjoy. |
Author: | futabachan [ 05-15-2011, 03:50 PM ] |
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Author: | uncre8d1 [ 05-15-2011, 04:20 PM ] |
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Author: | uncre8d1 [ 06-10-2011, 04:40 AM ] |
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Yeah, the missiles look a little rough. Hopefully I'll get some time to tinker with them. |
Author: | Matthew777 [ 06-10-2011, 12:33 PM ] |
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Author: | uncre8d1 [ 06-11-2011, 06:35 AM ] |
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Author: | Matthew777 [ 06-11-2011, 09:26 AM ] |
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Author: | uncre8d1 [ 06-13-2011, 04:00 PM ] |
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Author: | Renato [ 06-17-2011, 10:04 AM ] |
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Great ideas uncre8d1!!! ![]() Well... missiles suggestions: Reflex Missile (they can dodge incoming firing, yeahhhh): 1-3 the missile dodge incoming fire, 4-6 strike the missile normally. (less powerful than others because of its bigger motive system) Nanite Missile: large missile that create a cloud of nanorobots that infiltrate a passing ship´s hull disassembling everything in their path. Cause 1 mark of damage/turn. (cost a repair or special order to remove them?). Armor modifiers: Emissive armor: subtract 1 mark from ballistic attacks (gravblasters, railgun, autocannons, normal missiles etc) Reflexive armor: subtract 1 mark from energy attacks (laserbatteries, particles guns, etc) Hmmm... About the commanders... Old times commander: the commander will "sinks" with his spaceship. If the ship is going to be destroyed as battle result, he won´t leave the ship on a escape pod/shuttle. ![]() sorry for the bad english... it´s not my native language. |
Author: | uncre8d1 [ 06-17-2011, 11:49 AM ] |
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Author: | uncre8d1 [ 06-21-2011, 05:50 AM ] |
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OK, question time. I can make these tokens in all five colors, which means wasting a lot of ink on the colors you don't need. I can make separate pages for each faction and instruct users to only print the factions they need, which is more work for me and will delay the bash a little. Or I can make them all color-neutral and put instructions in the bash to edge the tokens in your fleet color, which means you need matching markers. Does anyone have a preference? I'm leaning toward option #3 personally since I think it's reasonable to expect that everybody has a pack of markers lying around. |
Author: | Renato [ 06-24-2011, 01:02 PM ] |
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Author: | uncre8d1 [ 07-21-2011, 06:05 PM ] |
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