Wing Commander miniatures game

Adm_maverick

Rear Admiral
So a little bit of an update today. The public libraries around here have opened their MakerLab partnership and as part of that, there is a 3D Printer badge program. It's not particularly special, it's just a program that lets you use a 3D printer. What does this have to do with the TableTop game? Well it means I can create counters and ships and such fairly easily. Now I haven't finished the badging program just yet, but really it's just a rubber stamp away at this point and then I'll be able to reserve time on the 3d Printers.

So what's first on my 3d Printing list? Well, ships obviously!
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I've got a project file all setup to print 2 Bearcats and 2 Dralthi IV in different orientations so I can figure out which way it will work best to print ships.

But I've got other things that will be printed up. For one thing, I'm working on some rough ideas for the 'pilot console' design. The Pilot Console will be a tray of some form that will hold the pilot, ship and load out cards and permit the player to track different effects of their ships. How many shields they have, how many stress tokens the pilot has, how many hull points, etc.

As a part of that, I'm thinking about how to track hull points and shield points. I want to keep this simple to keep the game fast, so at present, my thinking is as follows:

10482

You have 2 double-columns on the pilot console, one for shields, the other for hull points. You would have 2 pegs for each category. The first peg goes in the leftmost column, while the second goes in the rightmost column of the section. The left peg would represent the 'tens' while the right peg is the 'ones' (anyone else feeling like they're back in grade school now?). And you simply move the pegs as needed.


10483For example, The Bearcat has 28 shields and 15 hull points. so it's pilot console would start out with pegs like so:
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And you just move the pegs as you need to. If it loses 4 Shields, the peg in the 8 sport would be moved down to the 4 spot. Nice and simple. easy to see what your shields and hull points.

I'm also entertaining the idea of making the Pilot Console a storage tray as well. So you would be able to store the indicator pegs, the ship model, the base, and the cards all in the console.

So stay tuned.
 

capi3101

Rear Admiral
What kind of 3D printers do they have available?

Cura's a pretty good program for prepping up 3D prints; I've used it myself for a few things. Has the virtues of being free and largely platform-agnostic (or at least well supported anyway).
 

Adm_maverick

Rear Admiral
What kind of 3D printers do they have available?

Cura's a pretty good program for prepping up 3D prints; I've used it myself for a few things. Has the virtues of being free and largely platform-agnostic (or at least well supported anyway).
A pair of Dremal DreamMakers. I don't remember the exact models off the top of my head.
 

Adm_maverick

Rear Admiral
So I'm considering an idea regarding the game and I would like to A- put it down for reference sake, and B- ask for feedback on it. At present, the cards are designed to conform with standard CCG dimensions, that being 2.5inches by 3.5 inches. I did this to facilitate a 'card building' mechanic and allow the players to customize their wings.

I'm considering scrapping the card building mechanic as I've been using it and going in a different direction. Firstly the ship cards would be enlarged. Secondly, individual loadout would be abandoned. Third, for ships that have the option, there would be support for 'multi-person' crews. For things like Trainer ships, EWACs operation variants, bombers, etc, you would be able to use multiple pilots in different positions.

Why enlarge the card? I've been looking at the damage system. At present, the damage is a simple subtraction method. You take X damage, so you subtract X damage from Y value starting with shields. That seemed a bit too simplistic. So I started considering various options for making some ships more susceptible to secondary damage while other ships are more resilient. I had an idea in the back of my mind about a damage table, where you roll on a table for each point of damage an apply the result, results like 'Disabled communication system' 'Damaged shields' 'Damaged power plant' etc. That original idea was devised before the current rendition of hull points and shield points. With the values being what they are, forcing the player to have to roll on a chart 4 or 5 times in a single turn just because you lost 5 hull points (when you may have 20+) seems like it would lead to a lot of frustration, and a lot of trouble tracking damage results.

So here is my thought: For each attack, not each shot, but each attack that you suffer damage in, you roll a dice and see if you need to draw a damage result card or not. These charts would be individualized to the fighter. And it would be something like this:

The Hellcat has 10 Hull points base:
If it has 8+ hull points, only draw a damage result card on a 9+
if it 6-7 hull points, only draw a damage result card on a 7+
if it has 3-5 hull points, draw a damage result card on a 4+
if it has 1-2 Hull points, draw a damage result card on a 2+

Like I said these tables would be individualized to the fighters, so lighter fighters, improvised fighters, pirate fighters, etc might have something like:

if it has 10-12 hull points, draw on a 8+
if it has 7-9 hull points, draw on a 6+
if it has 3-6 hull points, draw on a 3+
if it has 1-2 hull points draw on a 2+

As I mentioned the individual loadout would go away. Using the space on the larger card you would now have the option to load different types of missiles in different slots. A bit more like how it was handled in WC3.

So thoughts?

edit: When I talk about the enlarging the card, I'm thinking of making it something like 3.5" x 4" or maybe 3"x6"
 

capi3101

Rear Admiral
You might consider tarot size - 2.75" x 4.75". I've recently learned that they make card sleeves that large; opens up the whole "stick an overlay on top of a card and shove it into a sleeve" ability when you're working on the prototype. If you object to using tarot for the backing, you probably could find blanks. 2-3 index cards glued together for the needed thickness/weight and trimmed to size would also work (index cards are typically 3x5, so you'd only need to take a quarter inch off both sides).
 

Adm_maverick

Rear Admiral
You might consider tarot size - 2.75" x 4.75". I've recently learned that they make card sleeves that large; opens up the whole "stick an overlay on top of a card and shove it into a sleeve" ability when you're working on the prototype. If you object to using tarot for the backing, you probably could find blanks. 2-3 index cards glued together for the needed thickness/weight and trimmed to size would also work (index cards are typically 3x5, so you'd only need to take a quarter inch off both sides).
That's a possibility. I really need to sit down and build a layout kit with everything that 'could' be on the card(s) and figure out what size I actually need.
 

Adm_maverick

Rear Admiral
So... progress of a sort. I did some design work crunching and came up with a 3"x6" card design. I'm still working to keep the 'card building' mechanism.

So we have the ship card:
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My thinking is that this would be a cardboard 3"x6" card, probably have it laminated. But you can see there are several changes above and beyond the size.

Firstly the Burn and turn values are now separated on the card. I'm not sure if this is a good idea or not. I split them up here because I had the room to do so. But because Burn and Turn are so closely aligned in the game, I'm thinking having them be 2 parts of a split stat is a better move. Future revision... er maybe reversion. Anyway.

I've included a 'Damage Table'. The damage table comes in 2 sections. The upper section determines on what dice roll you draw a damage result card. This is divided by how many hull points the ship has remaining. Each turn you take damage you roll a dice and if the result is within that range you draw a damage card. Damage cards determine effects on your ships systems and include the following:
  1. Communications Systems
  2. Reactor
  3. Shields
  4. Engines
  5. Target Tracking System
Each system has 3 states:
Normal - undamaged and functioning properly.
Damaged- the system has taken some damage and is not working properly.
Destroyed- the system is no longer functional.

If you draw 1 card for a given system, then it is damaged. If you draw a second it is destroyed.

The systems have different effects and haven't been quit formalized yet. But right now my thinking is as follows:
  1. Communication systems:
  • damged - Must re-roll all successful communication based actions
  • destroyed - unable to use any communication based actions including taunts. Friend or foe type missiles will also not be able to distinguish between you and enemy fighter.
  1. Reactor:
  • damaged - Loose 2 Energy tokens
  • destroyed - Loose 4 Energy tokens
  1. Shields:
  • damaged - Total shields reduced to 50%
  • destroyed - Unable to regenerate shields
  1. Engines:
  • damaged - loose 33% of your burn value
  • destroyed - burn value is reduced to 1
  1. Target Tracking System
  • damaged - must re-roll successful gunnery skill checks
  • destroyed - must re-roll successful gunnery skill checks with a -1 gunnery skill
And all of that brings me to the second part of the damage table:
Tracking the system status. You can see it's check box system with marks for 'damaged' and 'destroyed'. Simply check off the extent fo the damage.


Another change I put on the card is that I broke out the load out section. Rather then simply have a single slot with the total missiles for the entire ship, now the ship has a given number of slots that can each hold a given number of missiles. In the case of the Bloodfang it gets 3 slots with 2 missiles each.

I mentioned that I figured the card would be laminated. Part of that is for the load out slots. This would allow the player to use a felt tip marker to write in their missile types in the slots:
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I figure the Bloodfang was built by the Kiranka clan and was built to the highest order they could possibly obtain. So it has a fairly high damage threshold, only hitting a 50% chance of system damage when it down below 1/3 of its total hull points, and having an ability that allows the player to re-roll the dice to see if they need to draw a damage card for the first third of it's hit points.

Now I mentioned that I'm still working with the idea of a 'card builder' mechanic so the pilot will still be a transparent sheet that goes over the figther card. No particularly huge change there. just some spacing changes:
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Threw together some other sheets just for variety and to show some of the scope for the loadout options and the damage tables:
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Adm_maverick

Rear Admiral
So I've had a bit of a semi-quasi-productive day today. I'm getting closer to a point where I feel like I'll be ready to start doing pre-alpha play testing and as a part of that I'm working on fleshing out stats. This is a point where using something like excel has been a huge time saver as I can simply enter the bits of data and allow Excel to do whatever calculations I've set up. In this case I set up a spreadsheet to take the burn value, turn value, shields, hull points, how many flares and/or decoys the fighter has, how many missiles in total it will have, how many torpedoes it will have, how many and what type of canons it will have and let Excel calculate the total points for me.
2019-03-19.png

I also sat down and put some brain to... computer memory and came up with a preliminary design for the pilot console. the idea for the pilot console is that you would slot the ship card and the pilot card into it, it would be held up so that you can see them, but your opponent can not. You would then use a series of pegs to count power token, missiles/torpedoes, shields, hull points and pilot stress. My entire idea behind the design is to enable you to be able to look at it and see all that information right away. I've got an idea for how to build some prototypes of the flight console but I won't be able to get to that till sometime next week.
pilot console.png

I also tried my hand at some logo design... with varying results.
Try #1 -
logo.png


Eh... basic... bland... boring I think.

Try #2-
logo-color.png

Okay... not as boring. But, Just not feeling. Whistler said it screams 90's Fansite. And... yeah it really does.

Try #3-
logo-design_2.png


LOAF hooked me up with some vector graphics based on the WC1 logo. I donno, This doesn't seem like it's right.

So I tried some 90's era nostalgia by dropping the DPI some:

Try #4-
logo-design_2-32dpi.png


Well, we're moving away from the 90's fansite logo... but I donno. Not feeling it.

Try #5- Here I tried to go with more of a Wing Commander-esque feel, with out making it Wing Commander. So trying Gold instead of silver, using a couple of fighter images for flair.
LOGO-3.png


Try #6- For grins I tried dropping the DPI to get more of that Old-school look to it:
LOGO-3(32dpi).png


Try #7- Yeah... something seems off about it. Well as a bit of a mechanical answer I figured since the point of the game is to pair a fighter with a pilot, have a pilot in the logo:
LOGO-3-02.png


Still not feeling it, but then again I should have been in bed a good 3 and a half hours ago so I'm probably looking at too hard right now. So going to bed and will look again tomorrow after work.
 

ChrisReid

Super Soaker Collector / Administrator
I think #3 is good. The single fighter to the right of the logos is nice, but the one on top of the A just looks like an inspect conspicuously landed there.

Also where did 'Flight Commander' come from? You call the game whatever you want, but there was already a well known fan project with the same name: https://www.wcnews.com/fanprojects/flightcommander
 

Adm_maverick

Rear Admiral
I think #3 is good. The single fighter to the right of the logos is nice, but the one on top of the A just looks like an inspect conspicuously landed there.

Also where did 'Flight Commander' come from? You call the game whatever you want, but there was already a well known fan project with the same name: https://www.wcnews.com/fanprojects/flightcommander
*shrugs* trying different names for experimentation sake. Plus I'm putting more serious thought into actually trying to publish the game so I will kind of need to come up with my own IP and names. Right now I'm kind of running with "Commander Air Group".
LOGO-8.png
 

Adm_maverick

Rear Admiral
So... something of an update today. I had posted a design idea for the pilot console the other day:
pilot console.png

Well I spent a decent amount of time cutting and drilling and came up with a sort of prototype of the pilot console. It's not perfect, and still nowhere near what I envision when I try to market the game, but then again at this point I'm nowhere near that stage anyway. This is just for alpha testing of gameplay mechanics.

The design is such that it's intended to allow you to track the information on each fighter at a glance. So no 'calculations' or references. Just counting... mostly.

For most items on the pilot console, it's just a matter of how many pegs you have in that section. 2 pegs in missile slot 1 means you have 2 missiles in that slot.

the only sections that are different are the shields and hull points section. Because some ships have upwards of 50 shields or hull points, the console needs to be able to account for that range. But have 2 groups of 50 pegs would make it rather difficult to see what you have at a glance. So the idea here is that you have 2 columns of numbers, running 0-9. A peg in the first column represents the 10's, which a peg in the second column represents the 1's. So a peg in 1(10) and a peg in 2(1) under shields means the ship current has 12 shield points.

pilot console prototype.jpg

Like I said, it's not 'final' but for play testing purposes it works.

When I get to a point of marketing this game, I'm hoping to make the pilot console a storage item as well. So you can store your ship model, base, pilot card, ship card, and pegs in the pilot console itself meaning you only have this one block to store rather then several items.
 
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