[Diaspora] Designing a Mine Field for Spaceship Combat

Byron Kerr byronjdkerr at gmail.com
Tue Feb 9 12:08:40 MST 2010


Are they viable? Perhaps not, but if there is a good story there and the way
we've abstracted Space Combat in Diaspora I think the way Sam has modelled a
minefield very viable.

On 9 February 2010 10:46, Buzz <buzz at buzzmo.com> wrote:

> Are mine fields even viable given the default conception of space combat in
> Diaspora?
>
>
> >  -------Original Message-------
> >  From: Sam Friedman <safriedman at gmail.com>
> >  To: diaspora at phreeow.net
> >  Subject: [Diaspora] Designing a Mine Field for Spaceship Combat
> >  Sent: Feb 09 '10 12:38pm
> >
> >  I have this story in my head of a paranoid system, or what's left of
> >  it, leaving behind a vast swath of a mine field.  Think looking up from
> >  Earth and seeing the faint band of the Milky Way... that's the mine
> >  field.
> >
> >
> >  How could I go about representing that in spaceship combat?  If I want a
> >  scene whose purpose is to illustrate the rough time the characters have
> >  navigating their ship through this minefield to get to whatever their
> goal
> >  happens to be, how do I represent this stationary mine field without
> >  letting the V-Shift of the characters' spaceship allow an easy escape?
> >   Also, how might I represent the mines detonating on impact (or
> >  proximity)?
> >
> >
> >  Here's what I thought.  I'd love suggestions.  I haven't had
> >  a chance to playtest this, so it could be over/under-balanced.
> >
> >
> >  STANDARD EXPLODEY MINEFIELD
> >  [We represent the minefield as a T2 spaceship.  17 Build Points]
> >
> >
> >  V-Shift: 2 (2 bp) - trying to represent the fact that the mine field is
> >  labyrinthine, and difficult to work through.  It doesn't move,
> >  necessarily, but it's not easy to just plow through.
> >  Beam: 0
> >  Torpedo: 4 (6 bp) - trying to represent the self-detonating nature of
> the
> >  minefield.  Also ties to the sink-stunt "Self Detonate"
> >  EW: 0
> >  Trade: 0
> >
> >
> >  Stress Tracks:
> >  Hull: 7 (4 bp) (there's so much to shoot at, it hardly makes a
> >  difference)
> >  Data: 3
> >  Heat: 3
> >
> >
> >  Stunts:
> >  Automaton (sink stunt): these are machines, not people. (1 bp)
> >  High Capacity Magazine (1 bp)
> >  Automated Defenses (no beam or missile defense to represent that
> shooting a
> >  mine is an impact and it'll go "boom")
> >  - Firewall (1 bp)
> >  Self Detonate (sink stunt): they explode on impact, or when in close
> >  proximity (2 bp)
> >
> >
> >  Aspects:
> >  Huge
> >  "This thing goes on forever!"
> >  "Don't get too close!"
> >  A relic from a bygone war
> >  "We could just plow right through"
> >
> >
> >  All this got me thinking about other sorts of mine fields a crew might
> >  encounter.
> >
> >
> >  SPECIAL LASER-SHOOTING MINEFIELD
> >  V-Shift: 2 (2 bp)
> >  Beam: 4 (6 bp)
> >  Torpedo: 0
> >  EW: 0
> >  Trade: 0
> >
> >
> >  Stress Tracks:
> >  Hull: 6 (3 bp)
> >  Data: 3
> >  Heat: 6 (3 bp)
> >
> >
> >  Stunts:
> >  Automaton (sink stunt) (1 bp)
> >  Automated Defenses
> >  - Vector Randomizer (1 bp)
> >  - Firewall (1 bp)
> >  - Point Defense (1 bp)
> >
> >
> >  Aspects:
> >  Huge
> >  "A thousand floating turrets"
> >  A relic from a bygone war
> >  "There's so much to shoot at!"
> >  "This thing goes on forever!"
> >  --------------------
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-- 
The well travelled non-Traveller of VSCA Publishing.
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