![]() Oh, and drone swarms are still available, only with tiny drones of course.įinally, this is something that needed fixing for a while, but I only just got around to it (coincidentally just as I'm starting to play a starship engineer in one of the groups!) The active 'Coax Reactor' function is being removed and replaced with a passive effect, and the engineer can now divert power from systems to enhance other systems. Additional drones can be carried in the hanger, if the first one explodes, or you can pre-program them to operate outside your ship's sensor range for specific missions. So the drone is less disposable, and worth investing time and resources in to make it awesome. The drone can be just as big and powerful as a robot, with multiple weapons, lots of armour etc. Consider the roboticist using a big robot on the ground, and now having a big robot buddy in space. Instead of having to control multiple drones, which is a real impost on time, the starship drone capability is being condensed into one single drone for active control. quite bracing (actually terrifying but also super fun)! We had a simultaneous starship combat with a boarder coming on our ship in a recent game, and it was. This is under the Starship Combat section, and covers how it all works. Powered Armour, Robots and now the Zacharial species can all fly through space better than before, grab onto the side of a ship and burn their way through the outer airlock, to then climb aboard and start attacking the crew directly. I've been trying to avoid direct teleportation mechanics (although you can now do that with the Psi Console), but another option is directly boarding another ship in space. All related scales have been reduced for weapons etc, so it plays the same, but with a better scale. This makes a fight much more intimate and bruising, and better covers the range of these fights. Also, the 100km spacing makes it harder to get up close, fly in formation etc, so after a discussion, we've reduced the scale of the space combat grid to 1km per square. The 100km square system gives a good impression of high-speeds capable in space, but with a movement of 6, a starship is actually going 360,000(ish) kph, which is a tad fast. Finally realising this, I've overhauled their abilities to give them more HP (and effectively Spirit), a native electrical attack, and more efficicent use of their other powers. This species was a bit 'out there' to begin with, and I was extremely conservative when it came to their abilities. They're basically ship boarding experts, and will prove extremely nasty in this role. They can hold their breath for many hours, and as their skill improves, they can even space fold to other parts of the solar system or even to another star. In fact, this massive ego is a source of their toughness! Their unique capability revolves around their space travel powers, specifically, they can fly through space, much like a ship (a drone would be a closer example). Their core bonus is tied to their high charisma, as they are both beautiful and terrifying to behold, and they're also extremely arrogant. Yes! This species looks much like mythological dragons, but they're smaller and walk upright for the most part. Thanks to farming this one out to my beta team, it's now a reality! It provides some intriguing modifiers for those who like to go into battle drunk, or who jst like to have a tipple to fortify their minds against psychic attack. ![]() Something I've wanted to add to the system since the beginning (and never got around to) is a system fro getting drunk. My apologies for not fixing this earlier, and for making everyone redo all their Encumbrance calculations! I've also softened the penalties for being encumbered, so it's not so bad to be carrying a huge weapon and armour anymore. A bonus effect of this is that ENC is now roughly twice kilograms, and therefore is in the ballpark of imperial pounds, which is useful for our American players! Items like armour and big guns are now more realistically calculated, and the amount a character can carry has been altered too, with just STR + CON the calculation (no longer halved). So I've gone and flipped it, and adjusted all the ENC in the system accordingly. It's always annoyed me that ENC is worth 2kg each, plus the general size of the item, and whenever I wouldn't get into detail with the Encumbrance system for a long time, I'd automatically assume that ENC = Kg + size, which makes more sense. This mechanic has been a bit clunky for a while, and it recently came to a head when a character's squire (a young venator girl) in a recent game was running around with a 12mm (.45cal) sniper rifle without a care in the world. ![]() It's time for a Sabre update, and this month we've got a few major revisions to refine some mechanics to cover. ![]()
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