TCG... but this time with other backgrounds...

Deacan

Commodore
First of all: sorry for the long term of silence, but the reality finaly bites back and our time is eaten by our jobs...

Here are the news:

- we found a way to travel without doing an "overload" of our cards
- the ships are ready
- we work on the pilots, the balancing is not very easy to handle
- the ruleset gets more and more a final form.

New cards will be be online soon.

Deacan
 

Deacan

Commodore
Short preview (or better: some words) on the pilots.

We worked out data for 26 Pilots, all with name and some stats. Well, no - Lev Arris is not done yet, his card will features some special entries...

The bounty for those pilot range from 15.000 Credits for Ser Pinet el-Susse to 250.000 Credits for Ser Liston Sativa. Yes, yes - Lev's bounty will be higher: 350.000 Credtis, but you will encounter multiple trouble and traps if you are going to use these men.

First of all, you dont need to use any of these pilots. Any ship cames along with a "standard" pilot. But the pilots gives you some special movenments and tricks.

Ser Pinet el-Susse is cheap, but he (and only he!) raise upon a fortune star: whenever he is under fire, his first card drawn from the players card will have a value of +2... So, even if he only fies a lausy Aurora... be careful.

I hope this was useful and you understand it. (yeah, yeah... bad english... )

Deacan
 

Deacan

Commodore
More to come...

All pilots are unique, there is only one Ser Sativa in the Tri-System on the hunt. So, if one player uses this pilot, no one else can use this card, as long as this Ser went not to hell by any missile...

At the start all players are limited to play with pilots with a bounty less than 100.000 credits, so there is no overkill at the beginning.

Pirates and CIS uses also this rule, special pilots will be created...

You see, there is lots of work for us now. But the gerneral base ist nearly complete... we only need to fill the holes.

Deacan
 

ChrisReid

Super Soaker Collector / Administrator
At the start all players are limited to play with pilots with a bounty less than 100.000 credits, so there is no overkill at the beginning.
These credit figures make sense in-universe, but they might be unnecessarily long to keep track of in game. How do people keep a record of how many credits they have? One thing you could do to partially simplify it would be to knock the 000 at the end off and include a fine print bullet in the rules explaining it.
 

Deacan

Commodore
These credit figures make sense in-universe, but they might be unnecessarily long to keep track of in game. How do people keep a record of how many credits they have? One thing you could do to partially simplify it would be to knock the 000 at the end off and include a fine print bullet in the rules explaining it.
The credits of the pilots simply replace the credits (or value) of the vessel... and the major "mathematics" are not this way hard.
Most money comes from the missionscards, the bounty for the pilots/ships are simply a nice gift.

Nothing more, nothing less.

Deacan

PS: Hudson gets a first list of several pilot out of m hands yesterday, so the first cards are not far away.
 

ChrisReid

Super Soaker Collector / Administrator
The credits of the pilots simply replace the credits (or value) of the vessel... and the major "mathematics" are not this way hard. Most money comes from the missionscards, the bounty for the pilots/ships are simply a nice gift.
That doesn't really answer my question. Are people having to keep track of numbers like 15,000, 109,000 and 250,000 dynamically throughout the game? How do they do this? Something like the WC CCG manages this by simplifying everything down to base numbers. You're talking a couple or three credits per card, and these are managed by putting a marker on a small sheet with numbers on it. If you go up and have a lot more possible values, then you have something like Monopoly which tracks this kind of thing with cash slips. How are the credit values used in the game? Do you just tally them all at the end or are you having to manage the money to buy equipment and so on?
 

Deacan

Commodore
That doesn't really answer my question. Are people having to keep track of numbers like 15,000, 109,000 and 250,000 dynamically throughout the game? How do they do this?
One word: No.

Okay…

First of all, the major goal of this cardgame ist to reach a amount of 1.000.000 credits. You are going for several way – taking orders and mission (for instance: cargo run…) or you are going after the pilots / ships of your oponent.
You can buy nothing from the credits you collect, insteed you are use building points produced from your start location (as pirat: starbase Kastagan, as CIS: Hades, as privateer: Crius/Hermes/Anhur)…
You use these points to buy ships, pilots, equipment etc.
If you managed to gain control over a repairbase you even get more building points…

During your start, you only have access to „low value ships and pilots“ with a max. of 100.000 credits.
Once you have reached your first mission, you can now „build“ more powerful cards (up to 200.000 credits) and your 2. completed mission let you use all pilots inside the game…

Better: wait and see. We tested the main basic and I need to say the following: I’m not (!) a card gamer at all. But even I get the basics very quickly.

Deacan
 

Deacan

Commodore
*update*

Need a pilot? A wingman perhaps? Or better: a wing-woman?

Here we go:



More stuff like this comes soon!

Deacan
 

Deacan

Commodore
*update*

Last night Hudson, Kears and I played a first testgame. We don't use any kind of equipment cards, no pilots - just 2 planets per player...

And yes, it goes well and strait ahead. We run into zero problems at all, the only thing to think about was the cost of the ships...

The battlesystem also works well, it's quite quick to learn and easy to handle.
Even I - as no-card-player - had a lot of fun.

More to come soon.

Deacan
 

Deacan

Commodore
*update*

We are working out the "topic cards" for the game, its something not quite easy, because we need to find some sort of balance.
Special equipment is also in the works - torps, some missiles (proximity, banshee and disruptor), blindfire & rts...

We hope to bring up your progress inside this thread as soon as possible.

Deacan
 
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