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 Betreff des Beitrags: Beyond the Gates of Antares
BeitragVerfasst: 01.01.2013, 13:33 
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André Winter
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Bild

Rick Pristley stellt sein neues SF-Spiel vor und heute Nacht ist der Kickstarter dazu online gegangen:

Website: http://www.darkspacecorp.com
Kickstarter: http://www.kickstarter.com/projects/2037958218/beyond-the-gates-of-antares

Kurz zusammengefasst:

> Skalierbares W10 System dass sich für Skirmish-TT, Mass-TT und RPG skalieren lässt.
> Eher Hard-SF als Space Gothik, weiterentwickelte Menschheit die sich in verschiedene Entwicklungsäste aufgespalten hat, Drohnen, aber auch Aliens.
> Spielerschaft wird an der Entwicklung teilweise beteiligt.
> Events/Kampagnen beeinflussen die Entwicklung des Spiels (also Storyentwicklung, erscheinende Miniaturen/Völker).
> Backer in Alpha- und Beta-Phase involviert. Hardcover-Buch erscheint dann gegen Dezember.
> Sehr gute Modelleure, Maler, Regeldesigner aus der Branche involviert.
> Beim Kickstarter kann man Armeen als Credits wählen, d.h. man kann sich nach dem Ende des Kickstarters seine Armee zusammenstellen wie man will und muss nicht vorgegebene Packs nehmen.

Erstes Goal: 300.000 Pfund
Aktueller Stand: knapp 17.500 Pfund
Verbliebene Tage: 58

Kommende Stretchgoals:

Stretch Goal 1 – We have lift off! - £325,000

Add 10 Credits to Dark Energy
Add 20 Credits to Feeder

Stretch Goal 2 – G-Force Face - £350,000

Add 10 Credits to Dark Energy
Add 20 Credits to Feeder

Zur Zeit ist Feeder einer der besten Deals:

Bild

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 02.01.2013, 23:35 
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This is the first of our Antarean Universe content releases, and first up are the Panhumans, also known as Pans.

Humans spread throughout Antarean space during a past time so ancient that almost nothing of that story is now known. Galactic civilisation has risen and fallen many time in the interim, torn apart by destructive wars, near-obliterated by natural catastrophes, and submerged beneath waves of alien invasion. The current era is the Seventh Age – the Age of the species we know as NuHu – NuHumans. But the NuHu are just one of many millions of different human species that have evolved since the time of pre-spacefaring humans. All of these human species are collectively panhumans. Whilst this means that NuHu and the primitive Revers are also panhumans, the name Panhumans – or just Pans - is most commonly used to describe all those other human descended species. Of course, individual species wouldn't necessarily identify themselves as Pans; they would think of themselves as belonging to a particular world or a particular species of Panhuman, for example the squamous Boramites originally from the Boram Asteroid mines of Gar’Xu, who have now spread throughout many of the mining colonies of the Spill.

Most kinds of Pans are the inhabitants of a specific home world – the world where they originated or a world that they subsequently settled and occupied. Often a species will be adapted to live on that world, able to bear high or low gravity, different atmospheres, extreme temperatures, and dangerous levels of radiation. These adaptations are only partly a result of natural selection. They were mostly initiated by means of transgenic engineering in the distant past, as is evident from the genetic structure of Panhumans today. Pans display a far wider variety of form and adaptations than would be possible with the basic human genome. Some species are undoubtedly the remnants of military experiments to create super-soldiers, though the wars that they were designed to fight are long forgotten. Others may have been engineered to resist radiation or survive in hostile environments far different from those they now inhabit. Many have evolved unexpected traits thanks to instability in their underlying transgenic mutations, creating creatures that are hardly recognisably human at all. Some of these species are mere misshapen brutes, degraded creatures of limited intelligence, the victims of ancient bioengineering projects that ultimately failed.

There are so many different Panhuman species in the Spill that spacecraft, fighting companies, freebooters and most space faring groups typically contain a fair mix. The appearance of space faring humans varies so much that people are accepted for what they are regardless of their appearance. As Antarean space includes a fair number of genuinely alien species, people are used to seeing all kinds of body forms, colours of skin and fur, and varieties of limbs and sensory organs. Some isolate worlds of the ExCon are less tolerant of other Panhuman or alien species. A few, such as the warlike Gwar, are openly antagonistic to all other species, regarding Gwar, the Gwar home world, and Gwar culture as sacred expressions of a cosmic divinity. Such religious or socially driven isolationism is not uncommon in the worlds of the broader Spill, but this kind of extreme parochialism is practically impossible within the Concord or Isorian Shard.

Below you can see some early concepts we've done as we start to explore the various forms Pans can take.

Bild

Der Kickstarter hat bereits knapp 40.000 am zweiten Tag erreicht.

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 03.01.2013, 17:14 
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Details zum eigentlichen Spiel:

Zitat:
We've played games so far with up to forty models a side - divided into about eight units each - and the system works well at that size. The aim is to create a game that has the dynamic of a raid, or a localised action, or maybe an encounter betwen two fighting contingents. I'm thinking of those contingents as 'companies' but the way the background works they are really semi-independant fighting bands of about 30 individuals plus a certain amount of supporting kit - such as heavy weapons and vehicles. I imagine that once we have the opportunity we'll be playing some bigger game to make sure they flow smoothly - but the scope of the conflicts is along those lines.

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 03.01.2013, 22:22 
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Ein Blick auf die Balance:

Zitat:
Today's update is all about Balance, as there have been a fair few of you wondering about how we'll manage this within our Real-Time Dynamic Gaming Universe. So from the man himself:

MAINTAINING BALANCE IN A CONSTANTLY EVOLVING UNIVERSE

When it comes to realising our dream of a real-time games universe there are many things to consider– and naturally keeping a balance within the different factions is one of them. What happens if one faction becomes overwhelmingly powerful? Won’t the winner just grab all the best kit and quickly become unassailable? Questions along these lines have popped up on several forums as well as on our own DSC forum where I have posted on the subject of course. Well – I’m a little surprised that ‘game balance’ should excite folks quite so much – what about dynamic game play? What about player interaction? What about the internal tension of the game with those soaring highs and crashing lows? Then there’s narrative content, adventure, stories of battles and daring do! Sure game balance is important because a game has to be a game and not a foregone conclusion – but as a designer I know that making a fair and balanced game is achievable – at least within reasonable limits. Making a great game – making an exciting game – a game that compels – which invites innumerable strategies and is worth the hours and thought that players put into it – that is the challenge!

But balance it is :) Balance between the factions is the matter at hand – how to make sure that the universe evolves in a fashion that enables all the factions to continue to take part in a way that is rewarding and ultimately fair. Well, the chief tool that lies to hand (stop sniggering at the back) is the humble points value – or credit limit – call it what you will. Any material upgrades that become available will have a game value – and needless to say the more potent an upgrade is the more it is worth, and in games fought to a standard points total this will obviously change the make-up of a force without necessarily making it better. It gives a different option – opens up a dependent tactic in some cases – or it improves one aspect of the force but only at the cost of surrendering something else. So, regardless of what new kit we decide to introduce, there’s no reason for it to unbalance the game.
There is another good reason why new kit won’t unbalance actual play – and I blush to confess it – because I won’t let it. If by some terrible mischance (perhaps prompted by a sudden fever or sense of despair resulting from some new revelation of governmental incompetence) we should make an error in a points value or game value, then it is easily changed. Easily – because the upgrades will be managed as online downloads – and I’m imagining a downloadable card format here – so there is no need to endure the tedious tyranny of a printed supplement that won’t be updated for four, six or ten years depending upon some incalculable whim. In other words – yes I know it’s practically impossible to introduce new stuff and get everything exactly right all of the time – so, safety net the feature! Make sure you can change it quickly. Better still get it right and save yourself the embarrassment – but at least you know it can be sorted if necessary.

Again – I have said this before on the DSC forum – balance within the game is best achieved by designing within the parameters of the original design. It helps if you know what those are of course – and I fear that many games do suffer from power creep out of nothing but ignorance. If you understand the basic design parameters: the spread of stats and modifiers, the rigid linking structures that cannot be broken, and soft structures that can; then all you have to do is stick to those guidelines. Break them occasionally and knowingly. Introduce counter-balances to offset factors that take stats out of the ordinary range for a type. Don’t put balancing mechanics into soft mechanics that are mutable by special rules. These lessons and many more beside are there to learn from – so learn from them. Nail down the design parameters at the start – make sure than new additions sit within those parameters.

Okay that’s three basics for balance of kit and upgrades – then there’s the balance between the factions. Hardly fair if one faction leaps out in front and picks up all the joy, leaving the other guys playing a supporting role to the star performer. So what do we do about it? Well, again there are ways and means, some of which come down to the episode design – and by episode I mean the campaign or game – and some of which come down to how the data is collected and applied. I know that this latter subject has roused some curiosity, and I shall come to that in a moment, for now let’s look at episode design.

The real-time universe will run as a series of episodes and the intention is that there will be a number of episodes running concurrently. Some will be designed to last for a good while (whole wars for planets) others will be a single event lasting only a day (raids or assaults) and many others will be somewhere in between. Some of these episodes will bridge to other episodes and some will be stand-alone affairs. Within the major episodes there will be zones or areas that have to be fought over and won by one faction before the next tier is opened up, and that tier might itself lead to a further tier, and so on. It’s a basic tree structure starting with many zones, crunching down to fewer, and eventually crunching down to one and a result. Upgrades and bonuses are available within each tier and within many of the zones – and mostly these will be upgrades that are specific to that episode – so information, tech, allies, or whatever we care to include - which remain as options to players for the duration of that tier or episode. These bonuses are internal to the campaign, and in this case balance becomes a question of campaign design. This is why we aim to start off with short episodes by way of proofing the system. I’m not going to go into detail about the episode structures, except to say that the idea is to sort the factions by priority with the campaign, giving the leading factions preference of choice, but spreading the bonuses around. Upgrades and bonuses that endure beyond the episode – and these will be less common– will be handled online as already described. In addition, in most cases any upgrades won by one faction will, in time, spread to other factions, and this could be activated by results in further episodes, for example.

All right, nearly done here, only one more topic to go and the weary reader can wend his way to bed and a well-earned bout of shut-eye. This one is about the data handling – how do you set this up to make sure that results can’t be manipulated by the players? Well, the short answer is you can’t stop individuals fabricating results if they are determined enough to try. Results will need to be validated by both parties, but no system we could come up with could possibly stop players inventing games and putting in results 100% of the time. No. Now this is something I once found myself discussing with the chap who is in charge of Electron Arts Online RPG development, who is a good friend of mine and whom I have worked with on various projects over the years. So, I says to Paul… for his name is Paul… ‘how do you make sure people don’t try to skew the results’. And Paul looks pityingly upon me and says… ‘you don’t you fool… it’s all in how you sift the data’. And the secret is: one, don’t sift the data the same way all the time but vary the system, and two, don’t tell anyone how you sift the data! So – yes – we won’t necessarily treat all data equally all the time – so trying to manipulate the overall result will be quite difficult. There is also common sense at the end of the day – and there is no substitute for a suspicious mind and a cold eye.

Help us spread the word

We need to make sure everybody knows about us, so we've made some helpful artwork to help spread the word. GoA is all about involving you guys right at the start and our first job is to get us funded! So get creative on it, anything you can think of to spread the word from wandering around your home town with a robot WarDrone suit on (ok, so we haven’t actually made any but a simple cardboard box with the words “I’m a WarDrone – Pledge NOW or my IMTel nano-drones will infect you” will probably work!) to downloading this PDF (http://www.darkspacecorp.com/ks-flyer/), emailing it to your friends and relatives, printing it out and handing it out to literally everyone you come across, you can even get some blue-tak and stick it on the foreheads of shop owners if you like! (apologies if you are actually a shop owner… stick it to a customer’s forehead perhaps? )

Anyway, the point is: If you tell as many people as possible there’s a much better chance of us first: hitting our funding target, and second: hitting some of our stretch goals and ultimately giving you even more cool stuff to play with.

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 04.01.2013, 01:55 
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Soeben wurden die 50.000 Pfund erreicht und damit ist der Kickstarter innerhalb von 3 Tagen zu 1/6 finanziert.

Der Kickstarter läuft noch 56 Tage.

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 04.01.2013, 16:19 
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Antwort auf verschiedene Fragen und ein Video:

Zitat:
Welcome old and new backers!

Today we have a various bits of information to share with you, first up is a look at some of the upcoming updates we're planning:

Hansa Model - When we announced GoA we also opened up a section in our development forums asking for feedback on Hansa the Exclusive Kickstarter Miniature - in line with our backer development program. I'm glad to say we had a great response with over 77 replies so far and so have initiated work on him. We briefed Kevin White this morning and he will be starting work on the model in earnest on monday. Just like we said we would, we're going to show you the process of development in various updates over the next 2-4 weeks as he creates him. So you'll get to see how Kev goes about creating his great models and get graphic detail on each stage. We're extremely happy to be announcing this so that we can hopefully start to put some minds at ease and actually just can't wait to show you his work!

Turn sequence - Lots of people have asked about how our game plays, so we're about to start sharing with you the various elements we have. We playtested the pre-alpha game last night in John's War room over pizza, and Rick is busy putting the finishing touches to the turn sequence from that session so that we can share it with you. We'll also open up a section in the development forums for you to discuss and feedback.

Custom Army update - there have been a number of questions on how these work, what are the choices etc so we're busy putting together a more detailed description so that you have a clearer picture of what figure options you will have, customisations, weapons and so on

WarDrones - We're going to open up a section in the development forums for you to start discussing these beauties. They will play a big part in our universe so lets get into them

Weekend Service - we've been working round the clock over the last 4 weeks as we prepared for launch and then launched our Kickstarter, all of which has been hugely exciting for us so we haven't even noticed really, but our families have and are starting to miss us a little. So over the weekend we'll still be sending out updates and answering direct questions through KS messages, but you probably wont see us as much on the forums or comments sections. Hope that's ok, it's a marathon this one, no good sprinting the whole race - normal service will be resumed first thing on Monday morning.

Singularity Feeder Special - don't forget if you want a singularity feeder special, we're opening up 100 more of this tier at 5pm (UK time) today!

Ok, so next we have a look at the decision to use D10's over D6's - in video format!
http://vimeo.com/56751403

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 04.01.2013, 17:31 
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Vorläufige Sketches die entsprechen den Wünschen der Backer geändert werden können.

http://www.darkspacecorp.com/forum/download/file.php?id=51

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 05.01.2013, 21:24 
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Rick Priestley schreibt auf DakkaDakka über GoA:

Zitat:
Yes I have designed a lot of games over the years - in greater part for Games Workshop - but bear in mind I had numerous jobs and roles during my 28 years with the company. For a large part of that time I was either relatively junior (so I worked on what I was told to work on!) or I was too senior (and only worked on side-projects and took no part in the main work of the studio). In between, when I could have worked on anything and pretty much determined what GW made, that was a very short period during which I ran the studio as well as being part of the management team - roughly 1992-1998. Even at the end of that period decisions about what we made were starting to be heavily influcenced by the sales and financial side of the business (rather than the creative side in the studio). Of course, when I was studio manager I also had the studio to manage - so writing games, doing all the support personally, organising all the promotion for a game and doing everything myself wasn't really practical. I had other things to do - like developing the plastic ranges, launching the 'big box' format for games (with plastics for the first time), launching the army book and codex formats (new back then) and such dull stuff as managing production, print, packaging, buying, the licensing team, Warhammer Records (part of the studio!) and even more tedious stuff such as admin, recruitment and so forth. I still managed to design a few games in my spare moments - editions of Warhammer and 40K as well as Necromunda spring to mind.

So - the point I'm trying to make here is you shouldn't read into the fact that I've worked on lots of projects is any indication that GoA is some here today gone tomorrow affair. Yes I have undertaken some historical projects for Warlord - I thought I might as well - I was unable to work on what GW considered 'competing' projects for a period after I left. That was a contractual issue I couldn't do anything about. Historical proejcts were not considered to be competing. Lucky for the Perrys I say!

I see GoA as practically my last chance to do something I actually own - I don't own 40K although I invented it - and I receive no royalties or payments on account of any of the things I created for GW - from games such as WH and 40K to 'IP' such as the Imperium, Space Marines, and so on. With GoA I intend to retain the copyrights as would the author of any work of fiction - for example - and from that I hope to manage an income that will support myself and my wife over the next twenty years (and I'm 54 this year so let's not tempt fate!). I've been designing games and creating worlds since I worked with my friend Richard Halliwell to create the Reaper game in 1977. Beyond the Gates of Antares will be the first thing I've done that I actually own. So - no - I don't intend to give up on it! Sure we might expand the universe with other games - all of which will roll in to the real-time online metagame - but this one is for keeps.

So - committment - yes 100% - and we know there is a lot of hard work ahead and sometimes things won't go as quickly or as well as we'd hope. It is a dream. But it's not a bad dream though I say it myself. With the help of our backers it's a dream I know we make make happen. Please take a look at our website here at Dark Space Corp http://www.darkspacecorp.com/ and back our kickstarter if you can - we're doing really well so far but the more we can raise the more quickly we can move forward with plastics, full online metagame development, extra sculpting and the unending process of support and innovation.

Thanks for reading this far!



Außerdem gibt es einen Einblick in den Rundenablauf:

http://www.darkspacecorp.com/forum/viewtopic.php?f=57&t=143

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 07.01.2013, 01:10 
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Infos zu den Fraktionen:

Zitat:
AN OUTLINE OF FACTION FORCES

Concord factions - CoCom strike units are recruited and provisioned by the CoCom and have a military level of equipment - because all Concord fighting troops are volunteers (or in effect mercenaries) they tend to comprise Revers, various types of Pans - mostly from within the Concord but not exclusively - ditto types of Sims - and a significant element of sentient machines notably WarDrones. Concord exploratory and mission specific units are more likely to be mercenary units (effectively warbands or professional hired fighters) and have a more variable but individual level of equipment and fewer sentient machines. NuHu can appear in both - but have a role of 'special advisors' and sometimes as technicians or investigators. For example, a mission might be to accompany a NuHu survey team to a newly discovered world to project it whilst it conducts a cultural analysis of the native population, a bio-assessment, or some such task.

Isorian faction - the Isorians are essentially a breakaway group of the Concord and they are similar in respect of how the forces operate.The difference is that the Isorians have direct contact with a different group of alien and have developed some unique technologies that are incompatible with the Concord (for various reasons - but mostly I think of this as a giant 'software bug'). This includes Isorian phase-armour - which is the basic armour type for the military arm of the Isor.

Freebooters - Shard and ExCon - these are traders, gunrunners, occasional mercenaries, criminal gangs, and working adventurers - in other words guys whose prime motivation is to look after themselves. I have made these two separate factions corresponding to those who work within the Concord and those who don't - but I'm tempted to amalgamate them, as I'm not sure there's enough essential difference. In the meta-game some of the episodes would invite the Freebooters to enter results for one of the other factions -and they would pick up the benefits from the faction they support. This would neatly divide Freebooter factions anyway, and would enable Freebooter players to 'play the field' - making them really mercenary and opportunistic - which I rather like! Anyway - mostly Revers but also Pans, Sims and renegade aliens - some sentient machines but not universal.

Determinate - I currently have this as one faction in the game - but really it's representing a loose alliance of mostly Pan civilisations that maintain their independence outside of the Concord and Isorian Shards. Their forces would be mostly made up of the Pan or Sim type specific to one world - and might have a military or mercenary type of organising depending upon type. The potential here is for a huge number of distinct armies - as well as mixed 'allied' forces for players who prefer to mix - but some of the Determinate forces will be extreme isolationists - such as the Gwar. To start with we'll make models for Determinate forces that are less rabidly specie-ist (is that a word!) as otherwise we have to make very large numbers of models to facilitate play. There is obviously the potential for us to divide Determinate forces into separate factions - but the players can drive that i.e. if enough players want a 'Gwar' faction then the Gwar will go it alone.

Vorl Orde - the Vorl - and most pure alien species - will have forces of that species - these might include mercenary human types in some cases - but not on the whole. The Vorl shock troops are A-G troops (anti-grav) and these are the troops most likely to be encountered in military type conflicts. I am picturing the Vorl as quite a militarised race – divided into a number of Orde which might occasionally fight amongst themselves, especially where the Prime Orde (if that is the term) is weakened in some fashion.

- Rick Priestley

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 08.01.2013, 01:06 
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Backer Development Program Update

As you know our backer development program is all about involving you in the process of developing GoA and today we have an update on how Kev is doing making our Hansa model. Before we started the Kickstarter we asked our community what they think he should look like and received well over 70 posts, which we then condensed and merged with our own thoughts and ideas to produced the final brief for Kev. He started work today on the model and he’s kindly provided us with some pics and some of his thought process as he develops the model:

Bild

What do you think? head over to our forums to talk about it

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 08.01.2013, 21:47 
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Today's update is all about one of the other species we've found in Antarean space - the Pansimians, or sims for short.

PANSIMIANS - SIMS

When Humans spread out into the galaxy in ages past they did not go alone. They took with them domesticated species, wild animals, plants and entire bio-systems from Old Earth. Worlds were terra-formed or built anew in the form of orbital rings or hollow artificial worlds called spheres. The bio-systems of Old Earth were replicated and adapted throughout the galaxy. By the time that humans had spread, multiplied and diversified into the untold Panhuman species that exist today, another group of intelligent creatures from Old Earth had also joined them. These were the descendants of Old Earth apes. Like Panhumans, their evolution had been transgenically enhanced to some extent, boosting their intelligence considerably as well as adapting them to many different environments. Maybe by the time this happened apes had already gained parallel status to humans as fellow sentient creatures, or possibly they were deliberately engineered to undertake tasks felt too dangerous or too difficult for humans. This all happened in the far distant past, and it is impossible to guess at the motives of those long-dead pioneers of Antarean space. Either way, the Spill encompassed not only human and Panhuman societies but societies of Pansimians – commonly called Sims - the descendants of bio-engineered apes.

Today there are numerous Sim worlds throughout the Spill as well as Sim enclaves on human worlds. Sims make excellent fighting troops and can be found amongst even the Concord’s armed forces. As with the various kinds of humans, most Sims would think of themselves of belonging to a particular species or coming from a particular world. For example, K’b Ngo is one such world, whose inhabitant belong to two distinct Pansimian populations: the huge warrior K’bir and the smaller but more intelligent Ngora. Like most Sim worlds K’b Ngo is an independent world that has loose associations with the Free World Determinate. Unlike most Sim civilisations, K’b Ngo has settled other worlds and established its own colonies, The K’b Ngoran Utopica.

The appearance of Sims is – if anything – even more diverse than that of the myriad human species, but few would be recognisable to their primitive ape ancestors of Old Earth. Some are human enough in appearance they can pass as Panhumans, whilst others are savage and monstrous, creatures whose transgenic DNA has mutated unexpectedly. A few are hyper-intelligent, but none are able to exploit the Concord’s IMTel technology in the way of NuHumans. This alone makes it difficult for Sim worlds to integrate with either the Concord or Isorian Shard, and most are independent ExCon planets associated with the Free World Determinate. This does not mean they are technologically backward though. Sim worlds vary a great deal in their development, much as do Panhuman worlds throughout the spill.

Individual spare faring Sims mix fairly freely with humans and can be found throughout Antarean space. They are numerous amongst the ExCon Freebooters, where they often form entire mercenary companies. They also fight as part of the Concord Combined Command (CoCom), the Isorian Shard, Shard Freebooters, and Determinate forces. They are mostly stronger and more robust than practically any human species, and include some of the most accomplished warriors in the whole Spill.

We have lots of ideas about what these chaps look like, but we'd really like to hear your thoughts so head over to the forums if you fancy talking about them or even posting a possible concept for them.


Und nochmal Rick zu den Fraktionen:

We'll I've called the different basic groups ‘factions’ - and remember Rik is from the video games industry where the term gained its currency. I think of them as essentially a point of entry for the player collecting a force - an army list even - and I've worked them around these big political structures to flesh out a backstory. So, though I have six factions set out to begin with, they don't all fit into the backstory the same way.

Concord and Isorian Shard are two big monolithic structures - overbearing - utopias or dystopias depending on your point of view - where humans are freed from all burdens of responsibility and work. Within these huge structures the combat forces are partly machine and partly human - but the human elements are by definition outsiders and fringe members of the society. The faction represents the military arms of those structures - in the case of the Concord the Concord Combined Command - which I usually abbreviate to CoCom - though I'm also using CCC as it's more distinctive on the page - perhaps C3 - anyway - the 'faction' in this case is the Concord Combined Command which identifies threats and opportunities to the Concord within Antarean space and assembles forces to act accordingly.

The Vorl Orde are a classic single-species militaristic alien race - and I included these as an example of the many alien races that exist in Antarean space - some hostile, others less so - I wanted to show form the start that the game and background have aliens. The Vorl are also powerful enough to be a threat to the Concord/Isorian ambitions - competing for new worlds, exploration, and colonies. In this case the faction is the Vorl race – although even the Vorl are prone to internal division during times when the Prime Orde falls or is challenged for supremacy.

The Determinate is a cover-all description for a huge swathe of independent worlds and small empires populated by humans of various kinds - it is not a united poitical entry - in fact the only thing that unites it is each world's/empire's desire to retain its independence. The Concord/Isorians are not necessarily aggressive conquerors - but their technology is such that other human worlds they come into contact with become absorbed within the Concord's/Isorian's Integrated Machine Technology network (IMTel). This isn't deliberate or planned - it's just the way the Concord/Isorian societies function - they are like a virus that spreads by integrating the technological basis of other societies they touch. Their separateness arises from a basic incompatibility resulting from a period of Isorian isolation and contact with technologically advanced alien societies whose technology they absorbed in this way. The Determinate faction could easily be any number of factions, but to begin with I wanted to sketch out the broad idea. The backstory also allows for the concept of mixed forces, with different worlds getting together, or single species forces of highly isolationist, zenophobic species.

Freebooters is a coverall description for bands of individuals of all kinds who exist beyond the immediate control of any planetary or larger scale of government. They are not all the same, and they are not all mercenaries as such, some would be traders, explorers and merchantmen plying the gates and turning their hand to whatever opportunities arise. That might include fighting as mercenaries on behalf of the other factions, or banding together with other Freebooters to mount a big raid. I don’t imagine them as in any way forming an organised political body as a whole – they are the glue and the facilitators that ensure trade and technology can move between the Concord/Isorian Shard and worlds within the Determinate. Most of them are ordinary humans, and therefore able to work without the aid of the IMTel that permeates Concord/Isorian societies, so they can move between the nano-sterilizers that act as barriers between IMTel enabled forces and worlds within the Determinate. The faction represents these free agents – in all their forms – and I identify it as a faction because technology and information is traded freely within it. I initially had these as two separate factions (based out of the Concord/Determinate) but I'm increasingly thinking there isn't sufficient difference to make a clear distinction - so one faction works better.

Of course – some of these touch upon or potentially touch upon archetypes which have proven popular subjects for models and games – I make no apologies for that – I would sooner make models that people want to buy and design games that folks want to play – and if that means making provision for the familiar alongside the innovative and outlandish I don’t see that as a bad thing. Not everyone likes exactly the same thing – and the success in any miniatures range and game often rests upon providing a variety of experience both in the model ranges and gameplay.

That's my take on it anyway!

Rick

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Hi everyone,

In today's update we have finalised details on our exact miniature range for our 300k min funding level. Once we've hit this (fingers, legs, arms, talons crossed!) then we can get into adding many other figures to the range through stretch goals and we'll be redoing the stretch goals quite soon so that you can see a clearer picture on exactly what they are! I know you've been eager for this list so without further ado:

Custom Army List

NOTE: Each pose or variant is a separate model and costs the same credit amount shown next to model name.

Rever Mercenaries

Revers are old-fashioned humans who form a significant portion of the armed forces of all human factions.

20 Credits - Rever Mercenary with plasma pistol and grenades – 2 poses
20 Credits - Rever Mercenary with plug carbine – 3 poses
30 Credits - Rever Mercenary with fractal cannon – 1 pose
30 Credits - Rever Mercenary Captain with plasma pistol and tech-harness (1 alt parts)

NuHu

NuHu are the masters and most profiles species of the Concord and of the Isorian Shard – but rarely are they seen putting themselves in danger. Those that must are volunteers of unusual temperament and courage for their species. NuHu don’t form units of troopers but specialist individuals within a force.

30 Credits - NuHu Ambassador – 1 variant
30 Credits - NuHu Bio-Surveyer – 1 variant
30 Credits - NuHu Assessor with hypercom harness –1 variant
30 Credits - NuHu Contact Team Leader – 1 variant

CoCom Troopers

CoCom has developed shield-base battle armour fields that afford protection and mobility. These are activated by pack generators and the field is held by light metallic plates attached to the trooper’s battlesuit. These will be Rever types or will have alternate heads representing different Pans and helmets.

20 Credits - CoCom Trooper in battle armour with plasma carbine – 3 poses
30 Credits - CoCom Trooper in battle armour with X-Launcher – 1 pose
30 Credits - CoCom Trooper in battle armour with plasma cannon – 1 pose
30 Credits - Isorian Shard Battle Leader (1 alt parts)

Drones

These include all kinds of sentient machines including WarDrones. All human factions have type of drones and can have WarDrones, although not all factions have equally effective WarDrones.

N/A - WarDrone Plastic set – plastic multi-posed kits with a choice of weapons and head variants.
20 Credits - CoCom WarDrone armed with plasma carbine – 3 variants
10 Credits - Hunter drones – 2 variants
10 Credits - Targetter drone – 1 variant

Algoryn Troopers

The Algoryn Prosperate is a powerful group of worlds within the Determinate and one of the chief enemies of the Gwar. The Algoryn are adapted to high levels of radiation and very hot temperatures, with thick, gnarly skins, dense musculature and bony outgrowths over their eyes that shield them from the radioactive glare of the Algoryn suns. They have a relatively high civilisation level and trade Concord technology through Freebooter traders.

20 Credits - Algoryn trooper with plasma pistol and grenades – 2 poses
20 Credits - Algoryn trooper with plug carbine – 3 poses
30 Credits - Algoryn trooper with plasma cannon – 1 pose
30 Credits - Algoryn Prosperate Captain with plasma pistol and tech-harness (1 alt parts)

Isorian Shard Troopers

The Isorians have developed numerous unique technologies through contact with advanced alien species – amongst these advances is the phase armour worn by Shard Troopers. These will be Rever types or will have alternate heads representing different Pans and helmets.

30 Credits - Isorian Shard Trooper in phase Armour with fractal cannon – 1 pose
30 Credits - Isorian Shard Trooper in phase Armour with X-Launcher – 1 pose
20 Credits - Isorian Shard Trooper in phase Armour with plasma carbine – 3 poses
30 Credits - Isorian Shard Battle Leader (1 alt parts)

Boramites

The Boramites originated in the Boram Asteroid mines of Gar’Xu. They have now spread throughout many of the mining colonies of the Spill and can be found throughout Antarean Space. Boramites are a Panhuman species that is highly dimorphic in nature – with a small subtype a well as a larger ruling caste.

10 Credits - Boramite Miner with mass compactor – 3 poses
10 Credits - Boramite Miner with frag borer – 1 pose
10 Credits - Boramite Miner with core charges – 3 poses
20 Credits - Boramite Overseer with plasma carbine – 2 poses
20 Credits - Boramite Overseer with plasma pistol and chain lash – 1 pose
20 Credits - Boramite Trader with compression carbine – 1 pose
20 Credits - Boramite Engineer – 1 pose Weapon details coming soon!

Head over to the forums to discuss what army type will suit you best
Weapon stats & details coming soon!

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Backer Development Program - Hansa - Part 3 - by Kevin White

Happy Friday everyone!

We've all been working hard listening to the things you've been talking about and are extremely excited to be releasing TWO full updates today. The first is part 3 of Kev's Hansa - which is coming together rather well we think - and the second is... well you'll have to wait a little while for the second one, but we're really very excited by it, so much so in fact that after we'd spent all day filming yesterday we then spent most of the night making sure we could get it to you today.

Bild

Head over to the forums to let us know what you think.

Early Gameplay video


Hey Everyone!

We recorded this yesterday and got really excited about it so we just had to get it to you today.

http://vimeo.com/57224900

We've used place-holder miniatures, markers and dice - as we haven't built those yet! We've also used small units sizes as it's easier to convey on video what's going on - the game easily scales to bigger sized units and with many more units on the table.

Hopefully you will start to see how fluid the game mechanics are, and head over to the forums to discuss and give us your feedback. We're moving onto the actions and combat status videos right now, so you'll have them soon - thanks for watching!

Rik

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Initial Figure List

Now that we have the initial figure listings posted I thought I'd just explain, especially for those who were eager to see how we were doing with the Vorl and Sims, how we arived at the initial list. I'd also like to stress that is IS the initial list, and in fact I've already drawn up a fairly extensive listing that covers additional models - including Vorl and Sims as well as much else.

With our target of 300K we figured out we could make about 50 models in all - with a mix of relatively simply single piece models, more complex multi-pieces with alternate parts, and character sculpts and larger models. Given that, we have concentrated out efforts to produce a first wave of models that covers as many bases as we can, primarily Revers and Pan types that can be used in all five human factions (which could be four as I am aiming to meld the Freebooters together - not quite worked that out yet). That's enough to provide sufficient troop types to produce a playable game with enough pose variation so that units can take on a varied appearance. I thought we should include at least some NuHu to start with as they are pivotal to two of the factions and also to the back story.

So - the Sims and Vorl are awaiting progress with the kickstarter or will become a priority once we are trading - depending on how well we do with the kickstarter and what finds are available. It is plainly impossible to do everything at once, and so we have cut our cloth accordingly.

Amongst the Sims and Vorl planned are some already mentioned as examples in our custom credit system - and these are - of course - included to give you an idea of what the various credit levels amount to. If we can get past our initial target then we can start to expand out the range.

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Game Rules - Actions Explanation Video

http://vimeo.com/57224899

Da es einige recht negative Kommentare zu dem KS in einigen Foren gab, muss ich auch mal etwas dazu sagen (nach dem Quote gehts weiter).

Ein Projekt dieser Dimension schüttelt man nicht so einfach aus dem Arm, daher ein Kommentar dazu von DSC.

Zitat:
Hi everyone

I wanted to post here before I did anything else this evening

We know we're doing something a little different from the other table top guys, and hats off to them for wisely using Kickstarter in a way that's beneficial to them. Kickstarter can be utilised in many different ways, and one of the ways is to get new ideas off the ground that wouldn't normally get the chance, which is what our kickstarter is all about.

We know that not everyone will buy in or even like the idea, but we're on KS so that we can find out. We put a long time frame on our KS so that we could adapt if we needed to and of course, because we're asking for so much money. The 300k is the minimum required to create a game (from where we are) with a decent enough miniature range which is of great quality - we ran the numbers a billion times to make sure. We thought about doing it the 20k route, but that would have meant that we couldn't have legally gone onto KS and offered the whole range of rewards that we have, which would have reduced us to simply offering the book until we got there and then only offering a couple of miniatures per stretch, all of which, we thought, would completely hamper our ability to hit the 300k we actually needed to make the game. So we put the min at 300 so that if it does come off (and fingers crossed there!) we get to make the great game we have planned.

We would have loved to have more concepts and miniatures out there, but we just didn't have the money in order to pay for that. All of the people involved have worked the last 5 months without getting paid - and I'm not complaining here, I'm happy to bet my life on things I believe in - so regardless of how much time we'll applied to GoA we still wouldn't have had more things to show. So we did a deal with a very kind company who said they would lend us some money to start paying some sculptors and artists, but they wanted it launched and wanted to see how it would go first. I'm happy to say they lent us the money, so we started Kev and a number of others off in order to respond to the feedback we've been having and hopefully gather some more pace on KS. It's not much money, but if we use it wisely it's hopefully enough to cover some of the main concerns and get us funded.

We get lots of comments saying we should just put more concepts out, and we do have the option of rushing things out, but to be honest, we're not really into that. We don't think you'll respond well to us doing that anyway, so we're trying to make sure that we do it right, which unfortunately just takes a little time. We do have things in the pipe now that we hope will impress and have some great updates coming through that will show you what we've been up to and give everyone the chance to play the pre-alpha game (by the end of next week if all goes to plan!) as we know that’s a big concern to some people too.

Ultimately we're in your hands, if you decide you'd like to be part of GoA then thank you, we truly appreciate your support. If not, no worries, thanks for reading this anyway, please remember that we're just a small company right now, we're only human and we're trying our hardest to make this successful.

Right then, next update here I come

Rik


Aus eigener praktischer Erfahrung weiß ich, wie viel Geld es kostet eine Firma zum Laufen zu bringen. Vor der Tastatur lassen sich die ganzen Probleme sehr einfach lösen. Nur... die Banken heutzutage versenken lieber Milliarden in Projekten von Schwätzern, aber wirklich gute Ideen werden nicht mal angeschaut, da man keine zweistellige Rendite verspricht (und eigentlich müsste ihnen klar sein, dass sie sich selber belügen und mit den Ersparnissen anderer Menschen ihre Spielsucht befriedigen).

Von daher hat dieses Projekt meine absolute Hochachtung. Ich bin jemand, der sehr genau auf die Finanzen und technische Planung eines Projekt achtet. Ich hab schon zu viele gute Ideen an die Wand fahren sein, weil man sich zu sehr auf die künstlerisch Seite konzentriert hat (Alkemy und Rackham anyone?). Daher hab ich mir das Projekt auch genau angesehen bevor ich es finanziell unterstützt habe. Würde ich nicht glauben, dass es realisierbar wäre, hätte es bei aller Freundschaft nicht einen Cent gesehen.

Viele beklagen sich, dass sich nichts ändert und GW den Markt dominiert. Nun, hier habt ihr die Gelegenheit das zu ändern. Und vor allem sind die Menschen, die hier ihren Traum umzusetzen Leute, die mehrere Dekaden lang bewiesen haben, dass sie zu ihrem Wort stehen und eine Sache auch durchziehen.

Dieser Kickstarter mag nicht für jeden sein, die Vorgehensweise evtl. auch unkonventionell, aber ich sehe keinen Grund ihn, wie es so manche tun, aus einfacher Lust am Schlechtreden niederzumachen.

Der KS mag einige Fehler haben, aber das Team ist auch bereit schnell aus diesen Fehlern zu lernen.

Die Frage ist, wenn man sich für diesen KS interessiert, welche von beiden Personen ist man:

A) Derjenige, der auch mal ein Risiko eingeht (und das fängt hier bei einem Pfund an) und bereit ist etwas mitzugestalten, was Neues zu wagen.

oder

B) Derjenige, der sich ständig beklagt dass sich nix ändert, aber wenn sich die Möglichkeit bietet etwas zu ändern, dann darüber klagt, dass das ja was ändern würde und ausgetretene Pfade verlassen würde.

Ich hab mich entschieden!

André

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Game Rules - Combat Status Explanation Video


Happy sunday everyone!

Following on from our gameplay and unit actions videos, here Rick's going to run you through the Combat Status mechanic and how it affects gameplay.

Once you've seen it why not head over to the forums to tell us what you think

http://vimeo.com/57253737

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Hansa Pt.4

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
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Zitat:
Evening everyone - We've just got back from a great trip down south to see Warren and the chaps at Beasts of War, who were very welcoming and gave us rather a lot of tea and chocolate!

They've very kindly done a rather large interview with us which should be going out quite soon.

Our game rules update today is all about the Dice and Stats, so lets get into it shall we:


DICE AND STATS

Before we can start to work with the initial game development we need to know how the basic dice rolling works, and how the stats of the models affect dice scores and game play. At this stage we do not need to flesh out the detail for dice roll modifiers, or restrictive qualifiers such as movement affecting whether a model can shoot or not. So, here’s the basics to get us started. This just leaves the descriptions of basic weapon stats, actions and reactions and we will have enough to play an outline game – sufficient to work with the overall dynamic and scope.

Types of Dice

D10s are used to make tests against stats, and this includes the basic rolls to hit a target, to resist damage, to undertake reactions to enemy actions, and to check combat status. A number of D10s are required and it is helpful to have a few distinctly coloured dice as this helps greatly with hit allocation from weapons with different strike qualities, for example where a unit shoots plasma carbines and a plasma cannon at the same target.

D4s, D6s, D8s and D12s are also used to generate random values, most commonly for weapons with blast effects. One of each will be enough – or values can be generated using D10s and working down, for example generate 1-8 by re-rolling 9s and 10s. We’ll also be using D3 (half D6 roll) and D5s (half D10 score) and such-like variations – but I’ll assume we are all familiar enough with that kind of thing.

Dice Tests

The D10 dice is also used to make tests against a model’s stat or the stat of an item of equipment or weapon. In most cases these stat values will also be affected by situational and unit status modifiers, but for purposes of explanation we can ignore those for now. The basis stat test works as follows:

To test against a stat value, roll a D10 and if the score is equal to or less than the value you are testing against the test is a success. We sometimes refer to this test as a ‘check’. For example, to make a check against a value of 5 simply roll 5 or less on a D10 for success. In this case a roll of 6 or more is a fail.

Regardless of any modifiers applied to the stat under test, a D10 dice roll of a 10 is always deemed a failure. If the score required is less that 1 then it is still possible to succeed if you roll a 1, in which case roll the dice again and if another 1 is rolled the test is a success anyway. So, to summarise, a roll of a 10 is always a failure regardless, and if you need to roll any number less than 1 to succeed you need a 1 followed by another 1 ( a 1% outside chance).

Another principle that will be applied throughout the rules is a dice roll of a 1 counts as a critical success. This rule doesn't apply if the score required is 1 or lower, in which case it is impossible to generate a critical success result, but so long as you are testing against a value of 2 or greater any roll of a 1 on the D10 is considered a critical success. A critical success affects the results of some tests, and this varies depending on the test that is being made. In the case of shooting it affects how casualties are allocated. Some tests are binary and critical success makes no difference, they either pass or fail, but in general look out for the 1s as they often mean something special.

GAMES VALUES AND STATS

Every model has a set of associated game values representing its own skills and abilities. In the case of most troopers, henchmen, drones and other ‘grunts’ these will be basic values for their species, whilst leaders and heroic individuals are likely to have enhanced values that separate them from their more ordinary fellows.

These values are commonly called ‘stats’ (statistics) and are written in a stat-line together with the description of the model and its designated type. For example, here is the work-in-progress stat-line for a standard human fighter – a Rever or basic Panhuman.

Unit Type Ag Acc Res Str Init Cou Tech Com Sp

Rever Inf 5 5 5 5 5 7 1 2 *

The unit column just lists the model – an ordinary Rever fighter in this case – and the Type is a basic definition for rules purposes – in this case ‘infantry’. Different types have different rules in respect to movement, damage effects, and so on but we are only concerned with the standard fighter types at this stage.

All of the stats are scored out of 10 with 1 being the lowest value possible and 10 the highest for this type. Values lower than 5 are relatively weak and values in excess of 5 are relatively powerful.

Agility (Ag). The Agility stat is a measure of an individual’s ability to traverse terrain, climb, and bounce about in an athletic fashion. It is used mostly for movement tests in demanding situations. It is used by some individuals with special skills for close combat.

Accuracy (Acc). The accuracy stat is a basic measure of how capable the individual is when it comes to handling and shooting a weapon. The higher the value the better shot the individual is. This stat is used for all shooting included ranged shooting, firefights and assaults.

Resist (Res). The resist stat indicates the individual’s ability to withstand a blow, weapon strike or physical trauma – the higher this value the tougher or ‘harder’ the individual is: the more easily the individual can resist damage. This value is affected by armour of various kinds as well as cover.

Strength (Str). This stat is a measure of brute strength. Brute strength is not an important consideration unless it comes down to grappling at close quarters when it is very important indeed! Strength is also important should it come to tasks requiring sheer power; such as lifting a heavy object or forcing open a heavy airlock seal.

Initiative (Init). The initiative stat is a measure of alertness and speed of reactions, and as such it is the key value that we test against when a unit reacts to an enemy’s action. Troops with high values will be more easily able to return enemy fire or go to ground quickly when shot at.

Courage (Cou). Courage is a measure of how cool the individual is under stress, how steady his nerves are, or how brave he is when things get tough. We test against this value when checking Combat Status, which means it affects a unit’s ability to fight in most situations. Courage is one of the most important stats in the whole game – because technology can compensate or augment other stats but there are few (safe) ways to bolster your courage!

Technology (Tech). This value is a measure of an individual’s technical skills – which may be innate or which may result from belonging to an IMTel Shard. This skill is used as a measure and test when it comes to operating some technological devices including some kinds of weapons.

Compute (Com). This stat is a measure of an individual’s facility with logical calculation, and it is far more important for machine intelligences than for living creatures. Although it is occasionally used where a test of pure intelligence is called for, the principle use is for WarDrones and other kinds of sentient machines, where compute is generally used instead of courage.

Special (Sp). This isn’t a stat – the column at the end of the stat-line is a placeholder used as a memory jogger for any special rules than might apply to that particular model.

Comment on Stats

This is a work in progress stat line and it is intended to establish a base level for purposes of game balance and working out variable parameters. It seems to be holding up quite well at the moment in our games, although bear in mind that modifiers do generally tend to take the probabilities down a bit, and all the more so for units that have suffered reduction of their combat status.

Ok, thanks for that Rick. if you want to start talking about these, head over to the forums

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
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Evening all - Had an interesting day today, planning out the rest of the month and kicking off a number of new sculpts, including the WarDrones!!! These are a critical component to our Kickstarter and more importantly to your army's so we've taken a number of steps to ensure they're brilliant - more on those puppies next week! Thank you all for your feedback on the forums, it was very helpful.

Kev's been busy with Hansa and many of you mentioned that you liked him bald, so we're toying with that idea and that tash is definitely growing on us... and him!

Bild

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It is COLD! not sure how everyone else is feeling but its rather cold here in Nottingham at the moment!

Anyway, Hansa is almost finished!.

One of the big things that wasn't even an idea when we started Hansa was his current baldness. Kev always does the hair last as he holds the figure at the top when he's sculpting, but as we were developing him lots of you said that you really like him bald and to be honest, so did we, so we've decided to keep him like that. You guys have already had a big impact in many areas of development, from the easy "we need more greens and artwork" (which we're working on!) to Hansa's baldness, the action turn name and a whole bunch of other tweaks we've made listening to your comments and feedback. Though we may not spend much time replying on the forums, we do read them avidly every second we get the chance to and you will see that start to shape the game as we develop it over the next number of months. Thank you all for this, it's brilliant to be making this with you and long may it continue!

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
BeitragVerfasst: 18.01.2013, 23:35 
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Hey everyone! Hope you had a great week, we certainly did!

Rick's been busy on the rules and we're almost at the point where you guys can actually start playing the outline ruleset. Weapons and Armour is the theme for the day:

MAKING A START WITH WEAPONS

This update introduces some basic weapon types and starts to put some flesh onto the bones of the mechanic. We have yet to described the rules for shooting and combat in any detail, although if you look at the example video footage you’ll get a fair idea of how these things work.

I’m going to make a start by talking about the two most common weapons carried by troops, mercenaries, drones and most armed individuals: the Mag Gun or Plugger and the Plasma Gun. There are different version of these basic weapons and I’ve gone out on a limb by including the stats for all the mobile (i.e. ‘man’ carried) versions – these are all weapons carried by one man. You’ll notice that some weapons don’t have a point blank range listed – this is because only side arms have point blank ranges – heavier man-carried support weapons are restricted in their ability to move and shoot effectively – and I’ve included summaries of the full rules to give you an idea of how this works.

I’ve also listed the more exotic Compression Gun as carried by our Hansa Nairoba model – this is a rare and expensive weapon and more of an individual armament. Ideal for our Freebooting hero!

STAT FORMAT

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This is the basic stat format I am working with – I may need an extra column for special rule annotations but for now I’ve just made notes beneath each stat bloc.

Type of Weapon: Just that really!

Shoot: The number of shots – in some cases also the multiplier for blast weapons but we’ll come to them some other time. The number shown is the number of dice rolled and therefore the potentially number of hits that can be scored each time the weapon fires.

Range: The range bands in inches – it is generally easier to hit at effective range than at long or extreme range – but the actual modifiers vary depending upon the type of fire (Firefight, Range, Opportunity, Return).

Strike Value: The modifier applied to the target’s Resist roll to avoid taking damage from the hit – e.g. SV 1, Resist stat is at –1.

THE MAG GUN or PLUGGER

The common everyday, effective, practical and adaptable weapon carried by most self-equipped troops is the Magnetic Carbine – or Mag Carbine. Magnetic guns propel a metallic or metallically coated projectile by means of a magnetic pulse. Pistol, Carbine, Rapid Repeater and larger General Purpose Support (GPS) versions are all common battlefield weapons. They are manufactured throughout the galaxy and there are many different designs reflecting local technology levels. The projectile itself takes the form of a spike, needle or plug – and it is the last of these that give weapons of this type the common name of Plug guns or Pluggers. Cheap versions are unitary designs with the shot fed from a magazine. Expensive version are composite designs that can be extended by adding sections together to create a weapon that is larger and more powerful, or smaller and handier. The best quality Mag Carbines carry their projectiles in a compression field built into the body of the weapon. These can hold thousands of rounds, and weapons equipped in this way can synthesise their own ammunition from an integral HCM core given a few hours. All Mag guns shoot a single plug or burst, but the rate of fire varies, with Concord and Isorian military manufactured weapons being more versatile, rapid firing and reliable in general. Rapid repeater Mag guns are sometimes called Zippers – a reference to the noise make by the spikes as they fly past.

Special Rules:

GPS: The General Purpose Support (GPS or ‘jips’) version is a large man-mobile weapon that follows the rules for man-carried support weapons. (Summary: the model cannot move and shoot during an engage action – the model has to be stationary to shoot. Exception: the model may attempt to move and shoot by passing a Strength text having moved, and then shoots at –1 Accuracy ((rapid fire on the move)) ).

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THE PLASMA GUN

Plasma weapons are the most powerful mobile weapons available to the military of the Concord and other advanced forces. Plasma weapons are mostly likely to be carried by shock troops and WarDrones. Because they are high energy weapons their effectiveness depends on the individual gun’s conversion rate, which tends to decline with long use; and more rapidly so without routine maintenance. Plasma weapons fire a brief pulse of energy – most often in the form of a laser – causing an ionisation reaction turning the point struck to a plasma. A man-mobile support version the Plasma Cannon Heavy Support (HS) provides greater range and power, and is usually carried as a mobile support weapon by Concord strike units.

Plasma Cannon HS: The ‘Heavy Support’ or HS cannon is a large man-mobile or drone mounted weapon that follows the rules for man-carried support weapons. (Summary: the model cannot move and shoot during an engage action – the model has to be stationary to shoot. Exception: the model may attempt to move and shoot by passing a Strength text having moved, and then shoots at –1 Accuracy ((rapid fire on the move)) ).

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THE COMPRESSION GUN

This particular weapon is something a little more unusual – and for that reason you have to consider this as an early draft in terms of the rules and stats – however I’ve included it as an example a more exotic weapon. It is also the weapon carried by our special Hansa Nairoba model (his pistol is a Mag Gun of primitive and antique construction – but effective in a tight spot!)

Compression guns use the same technology that forms compression fields and hyper-compressed materials, in this case compressing everything within a pulsed beam projected by the weapon. The pulse rate is reactive to the density of the atmosphere and is calculated to allow the compression effect to advance as the initial pulses compress any air allowing the following pulses to reach progressively further forward. For this –and safety reasons – the weapon doesn’t function at short ranges and has a narrow range of effectiveness. It is most effective when the shooter is stationary. They are generally large carbine sized weapons – man-mobile if less convenient that a regular Mag Carbine or Plasma Carbine. They are commonly called Gripplers (General Purpose Light Compressor) and Compo Guns (Compressor Gun). There is a mobile heavy support (HS) version of the weapon, which effectively mounts several projectors together, giving it a rapid fire capability. There is also a version focussed for short range effect which is a development of the tools used for asteroid mining – this is the Mass Compactor.

Minimum Range: GPL and HS Compression guns have a minimum range of 6” and cannot be used during Assaults.

Compression Autocannon HS: The ‘Heavy Support’ or HS autocannon is a large man-mobile weapon that follows the rules for man-carried support weapons. (Summary: the model cannot move and shoot during an engage action – the model has to be stationary to shoot. Exception: the model may attempt to move and shoot by passing a Strength text having moved, and then shoots at –1 Accuracy ((rapid fire on the move)) ).

Strike Value: The Strike Value of a Compression Gun varies according to the range to the target as shown PB/E/L/Ex.

HL Armours: Compression fields have negative energy emission signatures and are therefore invisible to HL armours – HL armour have 0 Resist value against a Compression Gun.

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ARMOUR

Protection is based around field defences rather than hard armour – but these field defences need a metallic base to hang around and for this reason most armours consist of metallic plates, strips or patches. As well as functioning as protective armour some of the battle suits worn by trooper of all factions have to function as atmospheric suits. Again – this can be achieved purely with an energy seal – but heavily militarised units prefer to employ a double sealed system with an encased armoured suit protected by an energy seal.

At this stage it’s a bit early to introduce the various kinds of armour in any detail – so I’ll just give you an overview of the system we have been using for development purposes. Some of these values are speculative at this stage and require refinement.

Most armed troops are equipped with a basic protective armour field – this is a field that is ‘on’ all the time and which absorbs energy whether that’s the kinetic energy of a solid object such as a plug from a Mag Gun or laser energy from a Plasma Gun. This type of armour increases the wearer’s Resist stat by +1 in all situations – e.g. from a Panhuman base of 5 to 6. Note that this effectively cancels out the Strike Value of a Mag Gun and reduced the Plasma Gun to and effective –1.

The best equipped troops of the C3 (Concord Combined Command) wear a reactive armour that recognises an impacting shot and reacts directly against it – this is called a HyperLight armour as the reaction mechanic basically recognises the incoming energy signature and mounts a defence before even laser bases weapons can strike. Hyper-Light armours offer a variable modifier – the longer the range of the shot and the higher its energy signature the more effectively it protects the wearer. Hyper-Light defences make long range weaponry almost entirely ineffective, and this is one of the reasons why most combat takes place at relatively short distances. For initial purposes, this value is +2 where the weapon shoots at effective range or closer, +3 at long range, and +4 at extreme range. Some weapons can defeat HL armours, but these tend to be specialised short-ranged weapons such as Compression guns.

Isorian phase armour utilises the silicon based bio-tech developed by the Isorian Shard during the Isori’s long war against the alien T’San Kiri during the long isolation prior to the rise of the Seventh Age. It is this strange alien-derived bio-technology that marks the Isori apart from other humans and places them and the Concord at odds – two rival but incompatible technologies, each driven by an Integrated Machine Intelligence that identifies the other as an invasive viral intruder. Some Freebooters manage to combine these technologies by using sterilisers to purge the respective nano-clouds and re-seeding with an isolate nano-technology. However, such isolates are prone to contamination upon contact with IMTel. Phase armour offers almost complete protection from all kinds of harm by shifting the wearer’s position in special reality – but at the same time it renders the wearer unable to fully interact with real space. Everytime the wearer moves, shoots or attempts to touch something the armour has to shift phase to allow him to do so, opening up a chink in the armour. When shot at without making or attempting any reaction in response the protective value is +3 at all ranges. When making a reaction it drops to +1.

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
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Rick beantwortet ein paar Fragen in Videoform:

Personal thank you
http://vimeo.com/57700286

Q&A volume 1: world, factions and species
http://vimeo.com/57700285

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
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Today's update is all about the Isorian Shard and how they came to be:

THE ISORIAN SHARD

In ages past the world of Isori stood at the forefront of human civilisation, renowned throughout all of Antarean space for its pioneering dimensional research, its vast fleets and its unrivalled prosperity. According to Isorian legend, the planet was amongst the first of Earth’s settlements, the first to be fully terraformed, and the first to establish its own colonies independently of Earth itself. Isori was hailed as a paradise where want and strife had been dispelled by the power of advanced science and rational government. Of the three great human civilisations of the Sixth Age the Isorian Senatex was the largest and most powerful, ever expanding its beneficent influence over the millions of human and alien worlds of Antarean space.

A prolonged series of inter-dimensional tremors wrought havoc with the wormhole nexus and brought the Sixth Age to a cataclysmic end. The gates that held human civilisation together collapsed and the soaring trans-dimensional towers of Antares toppled into the star’s photosphere. Following this unparalleled disruption to the fabric of space-time, none of the connecting wormholes survived intact, although some were to prove more heavily damaged than others. The Builders had foreseen such events, however, as they foresaw so much of what future ages would bring. Their great trans-dimensional machine slowly set about the work of rebuilding itself. Over the following centuries many wormholes were reconstructed and reconnected by the internal processes of Antares. Like a wounded creature the nexus slowly healed and the ancient gateways began to open once more. Those lying at the periphery of the quake were recovered relatively quickly. Some wormholes were re-routed so that distances between worlds were now significantly longer than before. However, not all the worlds of the Spill were recovered; many of the most densely populated worlds remain lost to this day, their gateways yet to emerge from the photosphere of Antares.

During this long period of isolation many human colonies failed altogether. Thousands of advanced civilisations declined to barbarism. Only in a very few places was the light of knowledge carried onwards. One such place was Isori, with the ample resources of the Isorian system behind it. The time of isolation cut Isori from all the other worlds of Antarean space, but it did not prove devastating to Isorian civilisation as it did to so many other worlds, human and alien alike. The Isorians merely pondered the universe as they now perceived it, and predicted a future where even the vast resources of Isori would be exhausted. None then knew whether the wormholes would ever reopen or when. The Isorians cast their eyes upon the galaxy about them and upon the nearest stars.

Several other solar systems lay within twenty-five light years of Isori’s sun Isor, though none were part of Antarean space. Only spacecraft travelling at near-light speeds could journey to these remote stars. Isorian exploratory drones had already investigated the closest two, revealing possible sources of raw materials and at least one rocky world that might one day be terraformed and settled. Because it took a spacecraft at least ten years to reach even the closest of these new worlds, and five years for any information to come back, no manned missions had ever been attempted. With the coming of isolation all that would change.

Applying their vast technical skills the Isorians began to improve space drives and discovered ways to increase the endurance of spacecraft and their crews. The flexible nature of space-fabric had long been understood, and the Isorian’s used their knowledge to build ships capable of reaching para-light speeds previously thought to be practically impossible. This reduced the time taken to reach the stars by almost half, and within a few decades the first colonies had been established within the Oblon and Tsates systems. Although these advances made it possible to travel to new planets, the Isorian colonies were still separated by a communications link of five years in the case of Oblon and nearly eight for Tsates. Only a constant armada of drone craft could hope to maintain either colony. Over hundreds of years these first Isorian colony worlds became established, though never fully independent, and the Isorians prepared to expand to even more distant stars in local space.

By the time the Isorians have settled five solar systems they had built up a network of far-flung colonies separated by years of travel and communication time, but serviced by drone fleets moving constantly between then, connecting the Isorian worlds to each other and to Isori itself. It was only after almost a thousand years of real-space expansion in this way, that contact was re-established with Antares and the Isorians were able to reconnect with the wider universe of Antarean space. As more wormholes became functional, Isori found itself once more the leading light of a new human renaissance. The Isorians revisited many of the most populous and technically advanced worlds of the Sixth Age and found them abandoned or fallen to barbarism. Having carried the torch of human knowledge during the long darkness, the Isorians were able to rekindle the spark of civilisation wherever they found human survivors. The new civilisation spread rapidly thanks to the development of integrated machine intelligence –IMTel - by the Isori Senatexis as a means of conveying technology to the new Isorian colonies of local space. Other worlds that had preserved and even developed new knowledge were absorbed into the new civilisation, feeding the IMTel and further promoting the spread of technologies. As more and more worlds emerged into Antarean space, they were joined with the new Isorian led civilisation. The civilisation became known as the Concord of Humanity a union of independent IMTel Shards bound together by shared machine intelligence. And so the Seventh Age began, and the Concord spread throughout the worlds of the great Spill, until it encompassed half the human worlds of Antarean space.

Meanwhile back upon Isori a strange thing had happened. A drone ship exploring a new star system some twenty five light years from Isor had gone missing. Of course, it took nearly twenty five years for that information to be known, and by the time the Isorians knew what was happening their most distant colonies had been attacked and wiped out. The Isorians mobilised their fleets and so began the centuries long struggle between the Isori Senatex and the strange alien race of Tsan Kiri. Of the Tsan Kiri the Isorians knew nothing at first, except that the Tsan Kiri were a race at least as technically advanced as the Concord and in many ways more so. The two races strove for mastery not only in battle, but also in the technologies vital to both. Analytic probes released clouds of nanobots onto Tsan Kiri worlds to infiltrate alien machinery. Alien spore fields infected Isorian planets and gnawed their way into the IMTel data bases. Of course, those data bases were protected – incompatible data was rejected – just as the Tsan Kiri technology armed itself to repel the attempts of Isorian probes to subvert it. Battles ranged over the Isorian colonies, and as the fighting neared Isori itself the balance of power swung in favour of the defenders. The sheer distances of interstellar space meant that the Isorians were able to bring their forces to bear upon an enemy whose own lines of communication were stretched across more than twenty light years of space.

When the Isorians went over to the offensive the two civilisations had been at war for nearly two hundred years. In that time the Isorians had met their foes upon the battlefield innumerable times, had fought them in the depths of space, and had contested asteroids and the very stars themselves. They came to know their enemy very well. Unusually, the Tsan Kiri were a silicon-based life form, in appearance almost spider-like, though possessed of great intelligence and uncompromising ferocity. They had destroyed several near-neighbouring races before encountering the human colonies of Isori. Using near-light speed drives they had built an empire of a dozen or so star systems. Their homeworld lay almost forty light years from Isori – a huge distance over which to wage an interstellar war.

As the Isorians gained ascendancy upon the battlefield so to they began to overcome the resistance of the Tsan Kiri technology. Much of this alien technology was based upon a biomechanical principle that was inherently incompatible with human technology just as it was resistant to it. Ironically, it was the Tsan Kiri themselves who provided the Isorians with the means to infiltrate their technical base. The aliens had devised a silicon-carbon interface spore as a means of attacking the Isorian IMTel at source. At first this was successful and the machine intelligence of the Tsatean Shard was corrupted giving the Tsan Kiri access to all the knowledge of the IMTel. What the Tsan Kiri hadn’t appreciated was that IMTel, deprived of its layers of defence by the interface spore, rather than rejecting the influence of the Tsan Kiri technology very quickly merged with it. Unaware of what had happened spacecraft carried the modified IMTel from Tsate to Isori. Soon the new hybrid IMTel had spread into Antarean space itself and to the worlds of the Concord. This half-human half-alien IMTel brought many new wonders to the worlds it reached, and many other strange things beside, for the IMTel was as much a reflection of the living creatures who formed a part of it as it was machine.

It took some hundred of years more for the Isorians to overcome the Tsan Kiri, whose homeworld they found incinerated and lifeless – abandoned by the last of the aliens as they fled from Isori’s resurgent armies. But by now the Isorians carried new technologies that combined the best of both civilisations. Isorian troops were protected by phase armour and their bodies encased in bio-silicon interface suits. If the Isorians presented something of an alien appearance that was not perhaps surprising – for the nanobot clouds of the hybrid IMTel filled the air, flowed in the water, and pulsed through the living tissue of Isorians and all the worlds touched by the new IMTel.

As the new hybrid IMTel spread wider it encountered other planetary IMTel increasingly remote from the original source of Isori. These distant worlds of the Concord had evolved sufficient differences to the Isorians that their IMTel proved incompatible. It wasn’t that this created any antipathy, simply that the two vast integrated intelligences no longer recognised each other – they were no longer integrated. They had become incompatible. The Isorian IMTel and Concord now formed two separate civilisations that shared a common ancestry, but which were unable to interface. Their populations, driven and moulded by integrated machine societies, neither recognised this as a problem nor considered it a problem they could address. They simply divided. They had become, through no human will or intent, incompatible. The worlds that were host to the Isorian IMTel now formed a part of a new and separate entity: the Isorian Shard.

So now you know!

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 Betreff des Beitrags: Re: Beyond the Gates of Antares
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Das fertige Modell dass jetzt in die Produktion geht:

Bild

Und die neuen Q&A-Videos

Volume 2
http://vimeo.com/58037447

Volume 3
http://vimeo.com/58039557

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Hi everyone

We're moving into the crucial second half of our Kickstarter and as you'd expect we've been busy trying to make sure that we can hit our target buy focusing on the big items you've all said you wanted. Well, I think we've got that sorted and the our remaining days should be full to the brim with great content updates. A number of people in the forums wanted to know more about what we're working on, so here's a handy list:

-Developing a WarDrone(or two) in front of your very eyes
-Golem's painting process whilst they use their awesome skills on our Hansa miniature (and others!)
-Boromites Green(s)
-CoCom Green
-Freebooters (soon to be renamed Freeborn) Concept Art
-Algoryn Concept Art
-Isorian Concept Art
-NuHu Concept Art
-CoCom Concept Art
-Example armies for each faction
-Faction Icons
-Real-time Dynamic Gaming Universe - graphical representation of how this will work, with a video explaining it to boot!
-Club real-time incentive program - oooh you'll like this we think!
-Outline Rulebook - this has taken a little longer than we wanted as Rick has been pulled around doing all kinds of PR activities. We're still on track for our original target of the early Feb - Some backers are playing GoA games using the information we've already released!
-Stores - we're rolling out a couple of new store reward tiers and will be reaching out to stores directly. If you want to support your local stores by buying your Kickstarter rewards through them, you can! If you are a store and are not on Warlords list, get in touch (Details on our website).
-We even have a collaboration miniature to announce in the near future! (fingers crossed!)
-More greens!

What I can't tell you right now is exactly when these things will come through. Like with any creative endeavour things change all the time, sometimes you need a little extra time to tweak and sometimes you even have to go back to the drawing board - we've had a couple of them already! - but come through they will, and more besides.

Thanks for sticking with us so far, the next part should be fun :)

Rik

To keep you going until tomorrow, here's volume 4 of the Q&A we did:
http://vimeo.com/58041012

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Fraktionssymbole

The feedback on our Freeborn concepts was incredible! Thank you!

Today's update is more artwork in the form of faction icons. One of the big things you guys have been talking to us about is having an identity with the factions, so we've worked up some icons that will go with the concepts and backgrounds of each faction and should help to give you more flavour for each. Thank you to those of you that contributed to the Isorian request for ideas on the forums - you'll see some of your ideas captured within the icon :)

Quick note: As mentioned previously, the Determinate is a multi-faceted faction and the Algoryn are our first range of Determinate miniatures. Ultimately the Determinate will have many icons representing each of their divisions and the one below specifically represents the Algoryn.

Bild
Bild

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Q&A Volume 5 - Custom Army, Females and more


Hey everyone, hope your weekend is going well so far!

Double update today as Ed so kindly asked :)

First up, more Q&A from the forums:

http://vimeo.com/58291413

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Hi again!

A number of you have been asking for example faction forces, so here goes:
EXAMPLE FORCES

The following examples are selected to a total value of 240 credits and illustrate a possible combination of forces for the Concord, Isorian Shard, Algoryn Prosperate, Boromites, and Freeborn. To each of these we would add 20 WarDrones, and Hansa Nairoba as the forces overall leader.

CONCORD

The Concord Combined Command – or CoCom – has at its disposal a highly trained force of elite troops. As elite troops 240 credits stretches to a complete squad of ten CoCom troopers– although this could be divided for tactical purposes into smaller squads for deployment.

CoCom Squad

1 CoCom Commander = 30
6 CoCom Troopers with Plasma Carbines = 120
2 CoCom Trooper with Plasma Cannon = 60
1 CoCom Trooper with X-Launcher = 30
= 240

Alternatively, a CoCom force could consist entirely of Mercenaries hired from the Freeborn, or a mixture of CoCom troopers, Mercenaries, and some physically distinctive pans of the Corcord such as the Boromites. Here is an example of such a force. It comprises three separate squads of CoCom, Boromite and Freeborn Mercenaries led by a NuHu Contact team Leader.

1 NuHu Contact Team Leader = 30
2 CoCom Troopers with Plasma Carbines = 40
1 CoCom Trooper with Plasma Cannon = 30
1 Boro Engineer = 20
2 Boromite Miners with Mass Compactors = 20
1 Boromite Miner with Frag Borer = 10
3 Freeborn Troopers with Plug Carbines = 60
1 Freeborn Trooper with Fractal Cannon = 30
= 240

ISORIAN SHARD

The military of the Isorian Shard operates in the same way as the Concord, with a core of elite troops and the option of mixing in other pans or mercenary Freeborn. They are elite fighters and this squad could easily be deployed as two very effective units.

Isorian Squad

1 Isorian Battle Leader = 30
6 Isorian Troopers with Plasma Carbines = 120
2 Isorian Troopers with Fractal Cannon = 60
1 Isorian Trooper with X-Launcher = 30
= 240

An Isorian force could consist entirely of Mercenaries hired from the Freeborn, or a mixture of CoCom troopers, Mercenaries, and some physically distinctive pans of the Concord such as the Boromites. Here is an example of such a force. It comprises three separate squads of CoCom, Boromite and Freeborn Mercenaries led by a NuHu Ambassador.

1 NuHu Ambassador = 30
2 Isorian Troopers with Plasma Carbines = 40
1 Isorian Trooper with Fractal Cannon = 30
1 Boro Overseer with Chain Lash = 20
2 Boromite Miners with Mass Compactors = 20
1 Boromite Miner with Core Charge = 10
3 Freeborn Troopers with Plug Carbines = 60
1 Freeborn Trooper with Fractal Cannon = 30
= 240

ALGORYN PROSPERATE

The Algoryn are just one distinctive species of pans – they have established colonies and control a number of worlds forming the Algoryn Prosperate. Their forces are well trained and equipped. Here is a typical Algoryn squad:

Algoryn Squad

1 Prosperate Captain = 30
6 Algoryn Troopers with Plug Carbines = 120
1 Algoryn Troopers with Plasma Cannon = 30
3 Algoryn Troopers with Plasma Pistols + Grenades = 60
= 240

Alternately, an Algoryn force could include a mix of Freeborn mercenaries and Algoryn, and it could also include Boromites from the Asteroid colonies on some of the Prosperate’s outlying worlds. Here’s what that might look like.

1 Prosperate Captain = 30
2 Algoryn Troopers with Plug Carbines = 40
1 Algoryn Trooper with Fractal Cannon = 30
1 Boro Overseer with Compression Carbine = 20
2 Boromite Miners with Mass Compactors = 20
1 Boromite Miners with Core Charges = 10
3 Freeborn Troopers with Plug Carbines = 60
1 Freeborn Trooper with Fractal Cannon = 30
= 240

FREEBORN

Freeborn forces belonging to one of the great houses – or Vardo – form a fighting army in their own right, able to go into battle on behalf of their Vardo. But the Freeborn also hire their troops out to anyone willing to pay for them. Indeed – one of the chief commodities traded by the Freeborn is its own military. Here is what a typical Freeborn mercenary squad might look like.

Freeborn Mercenary Squad

1 Freeborn Captain = 30
6 Freeborn Troopers with Plug Carbines = 120
1 Freeborn Trooper with Fractal Cannon = 30
3 Freeborn Troopers with Plasma Pistols + Grenades= 60
= 240

Alternatively, here is a 120 credit force that could be added to the Boromite WarGang – there are many Boromites amongst the Freeborn, some operating mining and construction projects on behalf of their Vardo.

1 Freeborn Captain = 30
3 Freeborn Troopers with Plug Carbines = 60
1 Freeborn Trooper with Fractal Cannon = 30
= 120

CONCORD, ISORIAN, FREEBORN OR DETERMINATE BOROMITE WARGANG

The Boromites spread throughout the Spill long before the Seventh Age, and can be found mining the asteroids of systems throughout space. As such there are Boromites in different armed forces – even amongst the Freeborn – and here is one possible make up for a Boromite Wargang. This comes to 120 credits, and could be doubled if you are really fond of Boromites, or mixed with another 120 credits of another faction to make a mixed force.

Boromite Wargang

1 Boro Overseer with plasma pistol and chain lash = 20
6 Boromite Miners with Mass Compactors = 60
3 Boromite Miners with Core Charges = 30
1 Boromite Miner with Frag Borer = 10
= 120

_________________
André Winter
L'Art Noir - Game Design and Translation Studio


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