Hello again to another post on background for Fanstorm Armada. This time I'm going to be talking about technology, since that underpins a lot of the writing as well as game effects that are used in any game. I started this waaaay before I became involved with Spartan games, and I kept it bubbling ever since. It really came out of wanting to create a better ship customisation tool than existed in v1 at the time, and then disappeared in v1.5 (which was a shame since it fostered a lot of community involvement, creativity and discussion).
The first part of this was weapons technology, since that is a pivotal part of the game. Although there were small hints as to the technologies involved, like Dindrenzi using railguns, Aquans using lasers and the dirty Terrans using nukes...those dirty, dirty terrans....This is a bit like saying the US military uses missiles, ships and aircraft in its military - it's not really engaging. So I started looking at weapon development by looking at my ship construction, and I derived this from the physical models and the stats at the time.
A prime example are the mass-drivers on the Terran Battleships and Dreadnoughts - there are two of these, so its possible to reverse engineer the stats of a single one assuming that weapons "link" internally in the same way they do if ships in a squadron do. This makes sense, since multiple weapons on a single ship do anyway (think broadsides and turrets or multiple broadsides and so on). As it happens, this works out quite nicely for the terran main weapons - not quite so well elsewhere because it wasn't thought of in the model design phase - models are designed on the "rule of cool" rather than hard stats, though when I was in the FFG Chris (the model designer) did usually get the stats before finalising designs so that they aligned - something which i also think is important...model stats should reflect how the model looks.
Now the document I present to you is a WIP which I shelved because of other commitments and the likelihood of it ever being officially implemented...now of course I am free from such strictures so I can let you all see this little view on my mindset and I will update it to make it relevant to the current/future rules (Fanstorm v1). So here it is, my views on weapon development in the FA universe, part 1 v1;
Weapons in FA
Next a few musings on shields, since that's another underpinning technology of several races. This is a bit harder to make seem "real" since the underlying principles are, of course, much more fiction than science. Still, putting something down on paper seemed like a good idea
Shields in FA
Another area that is hugely overlooked, yet pivotal, in FA is the concept of the Foldspace drive. Why is this so important? Well, the workings of this drive determine the size and nature of the conflict in the FA universe, since this will determine how communication works, what the combat radius of a ship is, tactics employed etc. This also has to mesh with things like in-game mechanics of Fold-Space entry, Fold-space escape and battle-shunts. It also has to explain why the Terrans abandoned their wormhole network, which seems like a pretty big deal - instantly travelling from one system to another vs spending time in foldspace...
I posted on the Spartan Games community about this as Spartan Alex, but as "my thoughts" rather than canon, since it wasn't an official Spartan announcement. I haven't yet collected these together in a conherent document, but it quite neatly deals with most of the above issues (it being incredibly laborious and random to get any official sanction on anything). This also explains the existence, size and shape of Fathom's Reach and the Storm Zone, and the border zone between the Zenian League and the Kurak Alliance. It was also essential for developing my narrative for the ongoing direction of FA, which would incorporate the Leviathan class ship - so more on that in another blog post :-)
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Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts
Monday, 21 November 2016
Tuesday, 22 October 2013
The Return of the Terran Alliance Thorn Battleship!
Remember many moons ago when I was looking at an old Razorthorn I got in a set of ships in an ebay win? Well the poor thing has sat in a drawer ever since, unfinished and ignored...with all the recent stuff happening with v2.0 rules, I've neglected the hobby part of the hobby! So after seeing some conversions on the SG Community, I thought I'd get my act together and finish it....
I've changed where I wanted to go with this design several times, and decided to alter it slightly again, removing the fore greenstuff "island/bulkheads" and putting Sentinel-type turrets at the fore. The rear "castle" casemate I retained, and added further shrouded gunports. I added the same guns as on the port/starboard on the old turret mounts, with the exception of the top central(ish) mount, which is now arrayed with a Sentinel-type turret (on a small mount) plus four single turrets from the front of the Razorthorn.
Of course a good proportion of the model is now green stuff, and it needs a proper paint job, but I'm reasonably happy on how it's come out. I may even use her in an upcoming v2.0 game.... :-)
Saturday, 22 December 2012
Joining the dots - Linking models, stats and ship design
So many will know already that I upgradede the Excel Custom ship Creator for Firestorm Armada, and ship design has always been an interest for me since I first picked up Megatraveller way back in the 1980s. Creating a ship that's useful without being overpowered in FSA is pretty easy, but the rules are rather simplistic and very open to abuse, and there's little in them for a designer to balance in terms of weapons, speed, power etc.
Now the standard ship creation rules are fine for what they do, but I also like my sci-fi to have a relatively high "suspension of belief" factor for me. So, whilst I can fully accept things like warp drive, fold-space drive etc (which are all based on extrapolations of our current understanding of physics), I don't like lazy SF devices like "the alien ship was almost indestructible because it's hull was made of a new element - impervium". That's just daft, and is the sort of pulp sci-fi engine that comes straight out of the '50s.
Now one of the best things about SGs FSA are the excellent models - chunky things with lots of detail. What sometimes irks me about SG though, is the seeming lack of connection between the model sculpt and the game stats, and there are MANY examples of this in the game. Just a couple of examples - the retro MAR for the Directorate is reinforced fore (which applies to all Large/Medium models), yet the Tormentor R&D cruisers fore looks pretty unprotected and vulnerable. The Ba'kash ships all have arms and can be open or closed - this has no effect on their stats, and their best arcs are port/starboard, despite the arms being here and the cetral section revelaed appears to have a weapon...
Again, people who follow my blog and/or posts on the SG community will know I'm a statistics/Excel/analysis nutter, and things like this both bug me and seem to cry out for a solution. As the models are quite clear on their detail, it's pretty easy to pick out details like weapons (or apparent weapons). Take the Terran ships as an example of what I'm menaing - the Fixed Fore weapons on th Razorthorn, Apollo, Titan, Pilgrim, Sentinel etc are all very clear - the Razorthorn & Apollo have 2, the Titan 3 etc. Looking at their stats you can then work out the apparent weapon strength per weapon, and so class them together - so an Apollo, Razorthorn and Titan all use the same main large Fixed fore mass drivers, jus the Titan links together three rather than two. It's thus possible to have a set of base stats for a Large Terran Mass driver to use in other designs - you see where I'm going with this?
With a suite of common weapons, then drives, PD systems, hulls etc, it would be a much richer and more interesting design system, and can be tailored for different races strengths. I've started this process, and it works well for some, not so well for others. It will involve some compromises and stat changes, but I'm not averse to that to produce a deeper, more immersive and more tied-in system. I'll post some specifics and updates as I go along.
Now the standard ship creation rules are fine for what they do, but I also like my sci-fi to have a relatively high "suspension of belief" factor for me. So, whilst I can fully accept things like warp drive, fold-space drive etc (which are all based on extrapolations of our current understanding of physics), I don't like lazy SF devices like "the alien ship was almost indestructible because it's hull was made of a new element - impervium". That's just daft, and is the sort of pulp sci-fi engine that comes straight out of the '50s.
Now one of the best things about SGs FSA are the excellent models - chunky things with lots of detail. What sometimes irks me about SG though, is the seeming lack of connection between the model sculpt and the game stats, and there are MANY examples of this in the game. Just a couple of examples - the retro MAR for the Directorate is reinforced fore (which applies to all Large/Medium models), yet the Tormentor R&D cruisers fore looks pretty unprotected and vulnerable. The Ba'kash ships all have arms and can be open or closed - this has no effect on their stats, and their best arcs are port/starboard, despite the arms being here and the cetral section revelaed appears to have a weapon...
Again, people who follow my blog and/or posts on the SG community will know I'm a statistics/Excel/analysis nutter, and things like this both bug me and seem to cry out for a solution. As the models are quite clear on their detail, it's pretty easy to pick out details like weapons (or apparent weapons). Take the Terran ships as an example of what I'm menaing - the Fixed Fore weapons on th Razorthorn, Apollo, Titan, Pilgrim, Sentinel etc are all very clear - the Razorthorn & Apollo have 2, the Titan 3 etc. Looking at their stats you can then work out the apparent weapon strength per weapon, and so class them together - so an Apollo, Razorthorn and Titan all use the same main large Fixed fore mass drivers, jus the Titan links together three rather than two. It's thus possible to have a set of base stats for a Large Terran Mass driver to use in other designs - you see where I'm going with this?
With a suite of common weapons, then drives, PD systems, hulls etc, it would be a much richer and more interesting design system, and can be tailored for different races strengths. I've started this process, and it works well for some, not so well for others. It will involve some compromises and stat changes, but I'm not averse to that to produce a deeper, more immersive and more tied-in system. I'll post some specifics and updates as I go along.
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