[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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