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Characters http://www.worldworksgames.com/forum/viewtopic.php?f=60&t=7183 |
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Author: | TrintLord [ 04-20-2009, 03:22 PM ] |
Post subject: | Characters |
I think if factions had characters that could be added to ships or special ships (i know of one right now, I think) would be great for campaigns. Perhaps also have a crew level, inexperienced-expert which determines stats, available actions, and so on. |
Author: | DracRTC [ 04-20-2009, 08:45 PM ] |
Post subject: | |
I'd second that but think it should probably be done as a kitbash using mod chips, crew experiance for sure. Here are a couple quick ideas, what do you think? Green Crew (-5 pts, Limit 2 per ship/capital): When preforming a special order (of any type) player must roll 1d6 before order takes place, on a roll of 1 order fails automatically. -OR- Due to lack of experiance and rushed training crew loses or garbles orders more often than typical, ship's maximum orders is always one less than normal (minimum 1 so repairs can always attempted even if no other orders can be given). Experianced Crew (5 pts, Limit 1 per ship/capital): Increases effectiveness of one action type by 50% depending on ship crewed (suggestions?) Expert Crew ???: Maybe as experianced but also adds one (or two) new special order actions to be taken. As for characters, I'd also like to see a couple special characters for each faction but no ideas on the subject atm. Maybe one Admiral (acts as legendary commander plus a unique bonus) per side; Two royalist skilled commanders and two seperatist ace pilots all with unique bonuses above the usual. Any others should be characters that don't fit into current "roles" of mod chips. (The skilled commanders and ace pilot characters can not be taken as freebies by their fleets, you have to pay for them). Richard PS: Now that I think of it, hasn't someone already done a (single) modchip kitbash that never got released? I seem to recall reading a post about it but the link to the pic was no longer valid. |
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