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Dark Armageddon

 Post subject: Dark Armageddon
PostPosted: Fri Feb 15, 2008 1:49 am 
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So what is a good area to start the project? Building E:A stats for other games or building some DRM stats for E:A units?

What would people prefer to see done?

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 Post subject: Dark Armageddon
PostPosted: Fri Feb 15, 2008 2:31 am 
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Just thinking out loud to myself...

With all the talk of Net:EA and now talking about stats project.

What about just writing a new set of rules, looting some concepts from Epic:A and then creating a point system that we can then use to build army lists for other miniature ranges?

If we're going to rewrite Epic anyway why not just do a new game system? Focus on 6mm sci-fi gaming but build it so it could easily be used for WWII or moderns as well.

Then we just need to built stats for the various miniature ranges. And with a point system there wouldn't be any need for the endless debate about point costs for units.

As much as I like Epic there are some things that it is missing (smoke, artillery scattering) that I would like to have.

Thoughts?

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 Post subject: Dark Armageddon
PostPosted: Fri Feb 15, 2008 4:45 am 
Dude, power down on the coffee (said with friendly intent and bon homme). Let's start with EA stats for the DRM and EW miniatures first.


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 Post subject: Dark Armageddon
PostPosted: Fri Feb 15, 2008 5:01 am 
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Here is the thing.

We have been, for some time, uncomfortable with the situation regarding the Epic rules. There is talk of writing a Net:EA ruleset and so my thinking is that we circumvent the Net:AE process and just start fresh

The stats project can run on its own steam but I thought "Why reinvent E:A when we can just write a different game?".

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 Post subject: Dark Armageddon
PostPosted: Fri Feb 15, 2008 5:08 am 
True, the two things can run in parallel.


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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 12:13 am 
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(pixelgeek @ Feb. 14 2008,23:01)
QUOTE
Here is the thing.

We have been, for some time, uncomfortable with the situation regarding the Epic rules. There is talk of writing a Net:EA ruleset and so my thinking is that we circumvent the Net:AE process and just start fresh

The stats project can run on its own steam but I thought "Why reinvent E:A when we can just write a different game?".

Hi!

If you are seriously thinking on making new rules from scratch, I'll back you 100%.

I did this with my Heresy rules once, since while some epic rules variants are fine, nothing beats a scratch built system to fully capture all the grit, details and concepts one would like for a game of this scale.

So, since I'm a big believer in putting "one's money where ones' mouth is". If you decide to take the plunge and scratch build some rules, I'm your first volunteer workhorse.

Let me know what you'd like to do.  :)

Primarch

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 6:17 am 
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Well thanks for volunteering.

I think what I will do first is write out a design doc and an outline of the rules and post that on a site somewhere.

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 8:56 am 
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Haven't you just had twins PG?!  ???   :)

Yes what you say makes a lot of sense, and I've been thinking similar things for some time. Let companies make minis, and let players make a general set of rules that can accommodate them all.

However, as enthusiastic as I am to throw in my lot with you and Primarch, I've got to be realistic and honest about the amount of time I could actually devote to such a project this year and next. I am in fact in the process of winding down my own amount of activity on this site for a while (not disappearing, just planning to ration my limited time more wisely).

Nonetheless, in the long term, refocusing what time I do have onto a project like this makes more sense to me than expending more energy trying to whip the EA horse back to life.

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 8:59 am 
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(Markconz @ Feb. 15 2008,23:56)
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Haven't you just had twins PG?!  ???   :)

I actually have stupid amounts of time in the early, early morning... like now. Too freakin dark to paint so I might as well do something :-)

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 9:12 am 
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Ah, well in that case great! :)

Also I should perhaps note  that last year I didn't think I would have any time either, but I still managed to produce an 88 page EA Handbook :) . A lot depends on clinical placements and cases, which is largely out of my control. Got to plan for the worst case scenario.

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 1:55 pm 
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(pixelgeek @ Feb. 16 2008,02:59)
QUOTE

(Markconz @ Feb. 15 2008,23:56)
QUOTE
Haven't you just had twins PG?! ???? ? :)

I actually have stupid amounts of time in the early, early morning... like now. Too freakin dark to paint so I might as well do something :-)

I remember that... PG, it is the calm before the storm.  As soon as they start crawling you have about 2-7 days before your free time is GONE.  In your case, doubly gone.

If your lucky they will like to sleep at the same time but most likely when one is up the other is down.  I recommend a baby bjorn holster thing - you can use it to strap the baby to your chest while you type, paint, etc.

Back on point, good idea to get the outline done fast.  You seem to have some good people willing to help.

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 7:38 pm 
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(Moscovian @ Feb. 16 2008,04:55)
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I remember that... PG, it is the calm before the storm.  As soon as they start crawling you have about 2-7 days before your free time is GONE.  In your case, doubly gone.

Very good point

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 7:46 pm 
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Hi!

Let me know when and where the design documents will be available.

As general info on Heresy design, the first thing we did was to construct our design philosophy.

In other words what you'd like to see in a game and what will it try to represent (morale, suppression, unit size, game length, etc). This is expressed in broad terms, since the specifics is left to the mechanics you'll make to accomplish the design philosophy.

It sounds like a simple thing, but it goes a long way in focusing the actual mechanics design process.

I have recruited my son (hehe, like he has a say anyways... :;): ) and can propose mechanics and test them pretty frequently.

Its been almost a decade since I have been involved in something like this, so I am looking forward to it.

Primarch

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 8:23 pm 
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I'm going to try to burn through a design doc. I think Moscovian is right... I'll quickly run out of free time :-)

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 Post subject: Dark Armageddon
PostPosted: Sat Feb 16, 2008 8:24 pm 
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(pixelgeek @ Feb. 16 2008,14:23)
QUOTE
I'm going to try to burn through a design doc. I think Moscovian is right... I'll quickly run out of free time :-)

Hi!

Cool! let me know when its ready.

You can reach me at: pramos10@cox.net if you need to contact me directly.

Primarch

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