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Darrin

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Reply with quote  #61 
Quote:
Originally Posted by Angel of Rust

Accordingly, we can't count on having enemy ship representations at the beginning of the campaign work at the end.


Current thinking of the Creative Committee is that enemy ships would most likely be represented with tokens, not 3D printed minis. (The GMs are going to spawn way more enemies than can be reasonably printed.) So the Committee has already purchased a couple bags of plastic space ships:

[_AC_SX425_] 


https://www.amazon.com/RINCO-Space-Plastic-Assorted-Colors/dp/B004N6V4KC

We will also likely provide a few stacks of poker chips. 

So... I wouldn't worry about printing alien ships. The players will be using primarily Terran ships. They will likely start with a dozen or so scouts, half a dozen light cruisers, and a couple carriers. As the war progresses, the Admiralty will be able to purchase larger ships. More unusual ships (such as Pirate ships) will be available either as rewards from side-missions, or as special purchases between sessions. 


notsabbat

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Reply with quote  #62 

Quote:
Originally Posted by Angel of Rust

notsabbat, I really like the direction you are taking with the minifigs. I also really like this scale for all of the ships. The shapes really pop and should be easily visible from the edges of the map and even a short distance away. (being able to pick out the various silhouettes at a glance is a big deal)


Agreed. My highest priority is to go for a visual silhouette. Likely this will manifest by using light colors that can easily be seen in lower light conditions on a black surface.

Quote:
Originally Posted by Angel of Rust

One thing that occurs to me is that the strategic setup for this game is highly incremental (i.e., we start with a few scouts and work our way up to larger fleets and ships). It is nearly a given that the GMs will ramp up the opposition accordingly to keep things interesting. The various twists and turns of an interesting campaign are the bread and butter of GM'ing.

Accordingly, we can't count on having enemy ship representations at the beginning of the campaign work at the end.



Nature of the game. If the GMs want to throw custom stuff in the game that is up to them. I can just as easily make "weird thing A" as I can Krelian Battleships. Though since part of this concept was to have a cool Situation board with cool minis representing enemy ships maybe that will be kept to a minimum. I dont know. All I can do is prep for what I do know which is tons of TAK fleet ships and probably some monsters and such.

Quote:
Originally Posted by Angel of Rust

It is a matter of bandwidth as much as anything else. Suppose we just have one friendly ship in each sector -- a couple scouts and some warships on sorties. Suppose at a given time that scouting and battle reports come into command at a modest rate of 1 / 2 min / ship -- that means the radio operators at the strategic map will be parsing multiple sightings / updates / kills at an average rate of 1 update every 13 seconds. (that's the average, real messages will come in fits and starts) That isn't a lot of time. We're not talking about seasoned signals technicians drilled on a 500-page comms protocol for 2 months -- we're talking about the crew of Galaxy Quest. We most likely won't be pushing massive flotillas around the map, we'll be pushing representations of the opposition, likely scaled back to the most significant ships once the action really picks up.


Im sure there will be a learning curve as the Admiralty learns how to use the maps effectively. Ultimately it has to be useful rather than just cool looking or it just wont be used. While moving flotillas around in real time is neither realistic nor useful (we can just have a map of the sector up to watch in real time) it will be very good information to have when we DONT have a ship in the sector and we need something to show what the last known strength of a region is.

Also; Im going to try to figure out a moving tray option, but using the "grab a handful of ships and move them" may be the best way to move a mass of ships in the end.



Quote:
Originally Posted by Angel of Rust

All that blather is to say, I am strongly in favor of having a few big ships to represent the major information and shy away from trying to represent all the minutia. We're at risk of loosing some aspects of the big picture. Having maximum flexibility with the minifigs seems to be the key. Is there a way to gang some smaller ships together on a base to represent generic escorts?

Final thought on scale -- We have a total of 225 squares represented on the map. That potentially sets us up to have a lot of fine placement already. Having a couple ship models that will fit in a grid seems quite reasonable to me.

Yeah, I think thats probably whats going to have to happen. The ration will have to be fins tuned. There is a big difference between a flotilla with one Torgoth vs. 3. Maybe one model represents 1-2 elites? I dont know.

Quote:
Originally Posted by Darrin


Current thinking of the Creative Committee is that enemy ships would most likely be represented with tokens, not 3D printed minis. (The GMs are going to spawn way more enemies than can be reasonably printed.) So the Committee has already purchased a couple bags of plastic space ships:



Well, its still early on and I still have a ways to go before I get all the models printed that I want to. Something can always happen and printers break down, but here is what I have after 2 days of printing Krelians:

20200219_193128.jpg 

Thats using one of my two printers and printing with PETG (its what I have loaded and I havent wanted to switch to a different material yet). Which takes twice as long to print as PLA, which I have lots of as well. So while its good not to rely solely on me printing stuff, especially if you want special ships, that means I can print out roughly 60 ships a day. With roughly 30 days till Armada V I thinks its absolutely possible to have a truly impressive amount of ships to put on boards.

 



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clavestone

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Reply with quote  #63 
Quote:
Originally Posted by Darrin


Current thinking of the Creative Committee is that enemy ships would most likely be represented with tokens, not 3D printed minis. (The GMs are going to spawn way more enemies than can be reasonably printed.) So the Committee has already purchased a couple bags of plastic space ships:

[_AC_SX425_] 


https://www.amazon.com/RINCO-Space-Plastic-Assorted-Colors/dp/B004N6V4KC

We will also likely provide a few stacks of poker chips. 

So... I wouldn't worry about printing alien ships. The players will be using primarily Terran ships. They will likely start with a dozen or so scouts, half a dozen light cruisers, and a couple carriers. As the war progresses, the Admiralty will be able to purchase larger ships. More unusual ships (such as Pirate ships) will be available either as rewards from side-missions, or as special purchases between sessions. 




A couple of Carriers? Thank goodness the Eastern Front is bringing a Carrier Bridge!

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Angel of Rust

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Reply with quote  #64 
Quote:
Originally Posted by notsabbat

Well, its still early on and I still have a ways to go before I get all the models printed that I want to. Something can always happen and printers break down, but here is what I have after 2 days of printing Krelians:

20200219_193128.jpg 

Thats using one of my two printers and printing with PETG (its what I have loaded and I havent wanted to switch to a different material yet). Which takes twice as long to print as PLA, which I have lots of as well. So while its good not to rely solely on me printing stuff, especially if you want special ships, that means I can print out roughly 60 ships a day. With roughly 30 days till Armada V I thinks its absolutely possible to have a truly impressive amount of ships to put on boards.

 



Awesome! The map is gonna be a blast! Makes mere captains like myself want to tag-in with the command team for a couple flag captain shifts!

Quote:
Originally Posted by Darrin


So the Committee has already purchased a couple bags of plastic space ships:



Moar ships! woohoo!

55e4b499-6d5c-4e2e-a853-b2e6cce7ae2e_text_hi.gif 


Mike Substelny

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Reply with quote  #65 
The map and the minifigs look fantastic!

Notsabbat, my advice is to concentrate on printing TSN ships, perhaps some cargo ships, science vessels, escorts, and destroyers, and maybe a few pirates. In my opinion enemy ships should be last priority because they are easiest to represent using the toy ships we already have. But these are for your use, so you should print what you want to play with.

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mattssheep4

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Reply with quote  #66 
Has a schedule for Armada V been released yet?
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Mike Substelny

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Reply with quote  #67 
Quote:
Originally Posted by mattssheep4
Has a schedule for Armada V been released yet?


I hope Corey will post something official soon, but it won't include much information. I think the schedule is something like this:

Prelude:
  • The War started at Artemis Armada IV.
  • The War is ongoing when you arrive at Armada V.
Friday:
  • The nine War Sectors will be up and running Friday afternoon. As soon as we have at least one bridge set up, one crew, and one Admiral, that Admiral may deploy the TSN players to a sector for patrols, reconnaissance, and engaging the enemy.
  • As more bridges are set up and the field of battle takes shape, the Admirals may assign crews to ship types and deploy them where needed.
  • It will be up to the Admirals to make sure crews get to fall back for repairs, upgrades, and rest breaks.
  • The nine War Sectors will run relentlessly until the ballroom closes (maybe midnight?).
Saturday:
  • The nine War Sectors will be up and running soon after the ballroom opens. Once we have at least one crew and at least one Admiral players may log into a sector and pick up the Saturday campaign.
  • One way or the other, the war will end Saturday night. Either the TSN will be victorious or they will fall in one heroic last stand.

Along the way there are lots of other events scheduled: secret missions, blitz attacks, sneak attacks, Pirate raids, monster infestations, etc. but these will come as a complete surprise. If the Game Masters are doing their jobs these events will all happen at the worst possible moments, catching the TSN with their pants down. [sneaky]

Sunday:
  • Free play and tear down.

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notsabbat

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Reply with quote  #68 
Quote:
Originally Posted by Mike Substelny
The map and the minifigs look fantastic!


Thank you!

Quote:
Originally Posted by Mike Substelny

Notsabbat, my advice is to concentrate on printing TSN ships, perhaps some cargo ships, science vessels, escorts, and destroyers, and maybe a few pirates.


Will a dozen of each be enough? Should I make more?
 


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Mike Substelny

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Reply with quote  #69 
Quote:
Originally Posted by notsabbat


Thank you!



Will a dozen of each be enough? Should I make more?
 



I think a dozen will be pretty good for Destroyers, Escorts, Transports, and Science Vessels, but the actual quantities of ships built will be up to the Admirals. It's possible the Admirals will want to build more than a dozen Bulk Cargo vessels.

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Mike Substelny

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Reply with quote  #70 
Quote:
Originally Posted by notsabbat

Im sure there will be a learning curve as the Admiralty learns how to use the maps effectively. Ultimately it has to be useful rather than just cool looking or it just wont be used. While moving flotillas around in real time is neither realistic nor useful (we can just have a map of the sector up to watch in real time) it will be very good information to have when we DONT have a ship in the sector and we need something to show what the last known strength of a region is.



Remember, unless or until the Admirals invest a of of build points in Sensor Technology, the TSN sensor range will be limited. Long Range Scan will not give you a full picture of your home sectors, let alone neutral or enemy sectors. You will need some way to keep track of the things while you cannot see them.

Also, the Admiral's area might not have any electrical power, and I'm not confident they will have a network connection. Mark is working on the layout so I hope he will jump in to clarify.


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Angel of Rust

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Reply with quote  #71 
Quote:
Originally Posted by Mike Substelny
The map and the minifigs look fantastic!



Thanks!

Map pieces are now complete. There's a little wiring and a few tweaks to make, but they're substantially done. Also, the map is kinda big when it's all put together!

20200223_000133 - Copy.jpg 
20200223_000203 - Copy.jpg 
20200223_000354 - Copy.jpg 

Luckily, I held on to the cheat sheet that Mike gave me a few months ago to make sure I got the sectors in the right place!
20200223_000500 - Copy.jpg

Mike Substelny

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Reply with quote  #72 
That is TOTALLY EPIC Angel of Rust! [love]
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Liberty4All

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Reply with quote  #73 
Quote:
Originally Posted by Mike Substelny


Also, the Admiral's area might not have any electrical power, and I'm not confident they will have a network connection. Mark is working on the layout so I hope he will jump in to clarify.


So where will their laptops for communications be? Kinda need power and net connections for that. [confused]

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MarkBell

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Reply with quote  #74 
Hi all. Let me talk a little about the bridge allocation and how that impacts the admirals table. This year, in our new space,, we have to be a little careful how things are laid out. Both your physical space, and for power supply. this ballroom has a limited number of circuits with a limited amount of power to go around.The number of bridges had to be capped this year because both interest is growing and we have a limited amount of power.

PLEASE CHECK THE CURRENT DRAW OF YOUR BRIDGE. WE ARE ALLOCATING 8 AMPS PER BRIDGE.

Our initial idea was that the admirals table did not require a network drop or power. The admirals in general will be around a big map, pushing around physical miniatures, and getting reports from the crews. There is no digital representation of all nine sectors - there is just no provision in the code for it. All information needs to be relayed from the ships and it is up to the admiralty to represent that to their satisfaction. There will be a central provisioner who will be able to allocate new ships and upgrades, and it will be up to the admiralty to keep track of their inventory as well.

Now, all that being said, we may have some circuit space for some non-gaming power supply, but we were not planning on having a particularly large power presence at the admirals table. A text based messaging service probably doesn't require a lot of power to run, and crews may even be able to send images of their sensor scans. That's something we can probably accommodate at the admirals' table without tripping a breaker, but we're pretty close.

(As an aside, VOIP interactions have not proven to be terribly successful in the noisy and chaotic environment of previous armadas. I'm not saying it can't work, just that it hasn't yet. We will have staff that will be circulating the room, but having communications officers go report in might actually be the most reliable method.)


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Mike Substelny

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Reply with quote  #75 
I believe wireless Bluetooth headsets are fairly common. In theory a computer on one of the bridges could be linked by Bluetooth so the Admirals could have instantaneous audio contact with some main Communications officer on a Flagship, who in turn could be in contact with all the other ships. Such an arrangement would require neither power nor Ethernet in the Admirals' area.

Beyond that the actual organization of message flow would be up to the players. IMO it would be pretty a dramatic way to go, and solidly in the motif of Artemis whereby player-to-player information is communicated by voice.

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