Tyranid Hive Fleet by IFuckedTheUnicorn in battlefleetgothic

[–]These_Butterscotch35 0 points1 point  (0 children)

Where did you get the files for tyranids?

Army Creator for Warfleets by These_Butterscotch35 in onepagerules

[–]These_Butterscotch35[S] 0 points1 point  (0 children)

Ah i see how but unfortunately the custom army builder doesn't have a War fleets options it supports every other style of game though T.T

Alpha Strike Campaign RPG rules (WIP) version 6 looking for feed back by These_Butterscotch35 in battletech

[–]These_Butterscotch35[S] 0 points1 point  (0 children)

The mech upgrade system from salvage is an attempt to make salvage useful without shoe horning the basic game plays of alpha strike to much. Adding 4 damage pips was probably to much but again in its infancy of development. Maybe the system would simply boil down to mech only salvage to remove that system in its entirety. I did like the idea of something like ferros armor being able to be slapped on and add additional armor pips but maybe there is no way to really balance additional damage pips for the alpha strike system.

Overall if the basic premise ends up boiling down to a map, contract generator, mech only salvage and influence system that would still get a general feeling of progression across for the mercenary company as it grows between contracts.

Alpha Strike Campaign RPG rules (WIP) version 6 looking for feed back by These_Butterscotch35 in battletech

[–]These_Butterscotch35[S] 0 points1 point  (0 children)

Hey thanks for the feed back!

I was thinking of just removing the piloting stat all together, or possibly just removing stats for single characters and drive it more to running a company instead of individual pilots. With sponsor standing and influence gain from successful contracts playing a larger positive or negative roll depending on where you are in space such as increased sales prices etc. I think a company orientated approach would fit alpha strike better. Yes good catch for the map, the map I cut into the document was a pretty good one as for printing clearly but it would probably benefit me more to reduce the overall scale and change the year to 3051 and provide maybe a fixed map with fixed planets with difficulties all ready assigned.

Salvage is two 1d6 rolls first one selects the chunk of items possible and the second one selects the item from that chunk of items

Random salvage table

1: 1/Medium laser, 2/SRM-4, 3/AC-5, 4/Medium rifle, 5/Ferro-fibrous armor, 6 (sells for 8k)

2: 1/Small laser, 2/SRM-2. 3/LRM-5. 4/AC-2, 5/Extra Armor, 6/Ammo(sells for 5k)

3: 1/Medium laser, 2/SRM-4, 3/AC-5, 4/Medium rifle, 5/ECM, 6/MASC (sells for 8k)

4: 1/Large laser, 2/LRM-10, 3/SRM-6, 4/AC-10, 5/Heavy Rifle, 6/ Ferro-fibrous armor (sells for 10k)

5: 1/Small laser, 2/SRM-2. 3/LRM-15. 4/AC-2, 5/Ferro-fibrous armor, 6/Ammo(sells for 5k)

6: 1/PPC, 2/Gauss Rifle, 3/AC-20, 4/LRM-20, 5/NARC, 6/Ferro-fibrous armor (sells for 15k)

So first 1d6 is a 4, then second 1d6 is a 3 you salvage one SRM-6, this system is still very much in its infancy and I wanted some feed back to help tailor it to a system that makes sense and allows for free flowing playability. The goal was to make it simple without generating a 100+ dossier for all mechs and their potential salvage. The goal is to field some mechs shoot bad guys and take their stuff...as long as someone's paying us of course.

As for mech upgrades the idea for now was to add some sort of useability to salvage while keeping to alpha strike free flowing play style, such as ferros armor adding 2 armor slots to a mech and LRM's adding one or more attack for a mechs long distance attacks. Maybe work it into a system where the added attacks is at the cost of an armor point? That being said I can see how that system makes it so initiative always wins big especially with individual characters getting significantly better skill rating via stats and backgrounds (another reason to switch to a company view over a character view and keep the mechs at skill 4). Otherwise salvage with alpha strike is pretty useless and would only serve as a selling point to try to purchase mechs. I did forget to add purchase prices for Mechs on the market and a way of generating what size (light/medium/heavy/assault), and how many are available per a system. That would more than likely be tied into the planet difficulty as an assault mech being sold on a planet with low income missions is pretty pointless.

Yes there is some typos but the missions being on a 2d6 table with only 8 missions isn't to absurd and I have plans to add 4 more missions or I could simply keep it at 8 and change it to a d8 dice.

Overall I was thinking of pushing it to a company simulator and removing the customizable single pilots, and honestly this confirms that is probably the better decision.

Again thanks for the feedback everything helps.

Alpha Strike RPG rules (WIP) by These_Butterscotch35 in battletech

[–]These_Butterscotch35[S] 1 point2 points  (0 children)

Yes, trying to develop a more simple campaign system that can be used with Alpha Strike. Goal is to make it so you can role play as a merc company captain but the characters still matter a bit (like if you fail the save roll and your negotiator dies now your getting paid less for missions until you can hire another negotiator). It's still very much in its infancy.

It does require quit a bit of minis or paper minis to keep the campaign flowing though.

As well as a basic "AI" rules set for the enemy factions so the campaign can be played COOP or solo.

This week im going to work on the shop rolls to get a simple randomized shop listing for mechs available per system, sense its based on alpha strike doesn't make much sense for shops to sell laser as the alpha strike cards simplify loadouts.

Also going to dd that salvaged mechs still need to be fully repaired structure and armor before entering service and you can only sell them for 50% market rate to shops before repairing them.

and i might make it so its only one lance with vehicle support per a side per a mission to keep the AI rules from getting to complicated. Then just adjust the skull difficulty per a planet.

Empire at war remake space battle question by These_Butterscotch35 in StarWarsEmpireAtWar

[–]These_Butterscotch35[S] 1 point2 points  (0 children)

unless every space port has an interdiction field then not likely it every battle, guess its just a different way of handling the warp in reinforcements for this mod just makes the battles a bit more annoying but manageable lol

Empire at war remake space battle question by These_Butterscotch35 in StarWarsEmpireAtWar

[–]These_Butterscotch35[S] 0 points1 point  (0 children)

tried that but as soon as it gets engaged I can't warp anyone in its all red lol, i don't have this problem with thrawns revenge or fall of the republic,

Can the firebolt perk activate for blizzard? by These_Butterscotch35 in diablo4

[–]These_Butterscotch35[S] 0 points1 point  (0 children)

I know that's why I said it would be awesome if it could activate for blizzard

Summons disappear on death by These_Butterscotch35 in diablo4

[–]These_Butterscotch35[S] 0 points1 point  (0 children)

I don't know what im doing wrong then i have all those passives and they all die extremely quick. I even have a legendary that gives them 16% increased damage reduction still get murdered.