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Infinite Dark - Design Blog 4 - First Playtest

🕑 Added 2020-04-30 10:59:59 +0000 UTC
Infinite Dark - Design Blog 4 - First Playtest

Comments

Noah Doyle

Yup, that's playtesting. 😐 I'm curious as to where you are/going with Presence/Power/Mass. I think there's some interesting design 'spaces' there. I'll detail my thoughts more in an email, but I'm flipping back and forth re: fighters, or at least crewed, recoverable fighters. Also curious about what you're keeping/using for 3d 'feel'. I wracked my brain about that for a while, and it came down to 'it's all just distance', so 2d was 'close enough'. Full Thrust's rolling seems...just off, for some reason. Traveller's High Guard had an interesting 'batteries bearing' mechanic/stat, where bigger ships couldn't bring all of their guns to bear on a single target in a single turn. Voidstriker and I think Battlespace assumed that the ships were rolling all the time, and didn't really have fixed 'one side but not another' arcs. I lean now towards Starfire's 'everything outside the drive arc can be shot at'.

Jonathan Lupton

I suspected you would come to the conclusion that the complexity of 3D movement wasn't worth the benefits. Trying to bring in some elements of 3D in some of the other rules is an interesting idea.


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