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cody20



Posts: 176
Join date: 2010-02-28
Age: 20
Location: georgia

PostSubject: Hey gang check this   Mon Mar 08, 2010 2:29 am

So Cody and I have started our own forum as well, this forum is for our Imperium Infection Game, we are currently under construction to try and develop it a little. anyone that wants to join the forum and help out will be greatly appreciated. we incorporated some background history into the races and such because it's also about 40k and fantasy, so anyone that wants to check it out when we get it underway check for it at http://apothecarium.simplygaming.org/index.htm
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Ravenf5r



Posts: 19
Join date: 2010-03-05
Age: 19
Location: Georgia

PostSubject: Re: Hey gang check this   Mon Mar 08, 2010 2:30 am

cody20 wrote:
So Cody and I have started our own forum as well, this forum is for our Imperium Infection Game, we are currently under construction to try and develop it a little. anyone that wants to join the forum and help out will be greatly appreciated. we incorporated some background history into the races and such because it's also about 40k and fantasy, so anyone that wants to check it out when we get it underway check for it at http://apothecarium.simplygaming.org/index.htm
ok so cody left his account on under my computer lol. but yes we are so hit us up.
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Mordheimer



Posts: 3076
Join date: 2009-07-12
Age: 36
Location: Cape Coral, FL

PostSubject: Re: Hey gang check this   Mon Mar 08, 2010 11:41 am

Just registered. Once you have more 'meat' I will set a link to your site.

As a suggestion...

Maybe you could use some of the Death Squads rules as the base. I mean, you could create a separate 'module' so people who play Death Squads can actually say... 'Hey, lets play a couple of Imperium Infection games!' and use their Squads. The hard part of such a game is to create the zombies (stats), determine their movements, number of appearing, how many to use, etc. All other mechanics (fighters, Squads, movements, weapons, internal balancing, Scenario structure, advancements, etc) are already in place... you may as well take advantage of it! No point in re-inventing the wheel... and that time you save you can use into creating the 'original' content and rules. This way you could create single player, coop or versus game mechanics.

Just an idea! Idea Regardless... I'm honored that you let us know. If I (personally) can do anything to help... count me in. Smile Specially for testing. It not only be fun, but I get to sit on the 'player's chair' and bitch and moan about stuff.. HA! Just kidding... nobody does that here... yet! HA!

Good luck man... we love to see the fruits of your work!

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Ravenf5r



Posts: 19
Join date: 2010-03-05
Age: 19
Location: Georgia

PostSubject: Re: Hey gang check this   Mon Mar 08, 2010 9:25 pm

yeah i was thinking the same thing. it's going to play similar to space hulk if u kinda look at the big picture it's going to be squad based so, i wouldn't see why your game rules and stats couldn't be incorporated into it. there will be some game rule changes but we might do with stats. i'm going to add you as a moderator on the site, that way you and your partner can keep and eye on things and help out. btw i do have a suggestion. for adding SM to the DS game. me and cody looked at it. maybe keep everything a 3 but keep Strength Initiative a four and maybe put leadership up high. since they know no fear lol. maybe you have all tried this i dunno but just a thought. it makes them balanced, but gives them a little more strength then the average human but not overpowered.
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Ravenf5r



Posts: 19
Join date: 2010-03-05
Age: 19
Location: Georgia

PostSubject: Re: Hey gang check this   Mon Mar 08, 2010 9:53 pm

The one thing we planned on doing, was setting up an ammo based style however, instead of 40k's Relentless ability to never " run outta ammo" lol. we are going to try and formulate an ammo supply hence the bigger zombie army fighting the squad of scared guardsmen with only a few rounds left. will def add to the feel. seeing as you will still be able to miss. We were thinking a hit ration rolled with a directional dice. possibly to setup hit points on rolls. For example. lets say you got a guy aiming at a zombie, well same rules apply you roll a dice to see if you can hit. if it's a hit you roll to see where it landed. if the dice shows an arrow pointing left then you hit the left shoulder and the zombie takes a wound. we plan on giving the zombies a big chance to score big. they have no guns, but they can move fast and farther then the guardsmen. so instead of becoming mince meat for guns, we want to incorporate some wounds. if the zombie loses an arm he loses 1 attack. if he loses a leg he advances slow. if you get a direct hit it's a head shot the zombie is down. these are all sketchy right now we are trying to find out the best method to put them in to essentially balance them out and not make one side too overpowered. if you like the idea, please let me know.


BTW lol yes i'm sure the zombies are going to get some type of armor save. i don't think it will be armor, but we were going to maybe throw in a type of tank glance. thing. if the zombie is knocked down, or you just pissed him off lol.
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StyrofoamKing



Posts: 598
Join date: 2009-11-02
Age: 26
Location: Fairfax, VA, USA

PostSubject: Re: Hey gang check this   Tue Mar 09, 2010 12:01 am

Hmm. May I suggest:

Ammo: Look to the Necromunda rules, if you've never seen them. A decent system for having your men "run out". (Though personally, I'd have them roll for an Ammo check on a To-Hit roll of 1, rather than a roll of 6). The rules are free to download, so there's no excuse NOT to look at them, really.

Directional: The "which direction" might be a bit complex with normal shots. I recommend breaking into two parts:
>>Stray Bullet: A bullet that hits will always hit SOMEWHERE on a person's body. A bullet that misses, however, might hit the first person to the left or right (a template would be easiest to figure out, I think)

>> Have a complex "injury" chart. Whenever a model's hit, roll to see where on the body he was struck. Chest, stomach, right leg, left, head, hand, etc. Each could have their own effect. Would be hard to track, though, so probably no more info than you could stick on a 3x5 card (that way, you could print out tons of "injury" cards for each enemy you encounter, making ticks with each damage dealt.)

Of course, if you want to be very detailied, you can reroll any injury that effects a body part that is not visible to the shooter. If a target is in the open, any body part is a viable target, head to foot. If the target is behind a concrete barricade that goes up to his neck, the only possible injuries are "Flesh Wound" and "Head Shot"... the best injury and the worst. Of course, flamer and explosives would ignore the "what you see" rule, as napalm and shrapnel go EVERWHERE.

If want a huge amount of detail, I recommend a smaller scale than some other smirmish games... maybe 5-7 guys on a side, rather than 15-20.

(Reminds me of a Wild West game I played once... every player had one mini in the middle of a giant shootout- every model had their own stats, their own range template, even their own move templates. They rolled damage on a big D66 chart. Lots of fun.)
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Ravenf5r



Posts: 19
Join date: 2010-03-05
Age: 19
Location: Georgia

PostSubject: Re: Hey gang check this   Tue Mar 09, 2010 12:18 am

solid advice, will have to look into it. we also plan on throwing in infection rules on the guardsmen, a bitten guardsmen has we were guessing based on turns a 3 turn round with no effects other then movement if injured. and after the thrid turn he takes a will power test based on strength to see if he turns on his men. if he turns he can stop the guardsmen in their tracks in a melee fight system, which would allow the zombies to gain a round or two on them. kinda keeping it fair to not just run away to safty and zombies never get a chance.
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Mordheimer



Posts: 3076
Join date: 2009-07-12
Age: 36
Location: Cape Coral, FL

PostSubject: Re: Hey gang check this   Tue Mar 09, 2010 3:20 am

OK. First... Space Marines are around 26 quatrillion times harder than you imagine. Hehehehe... to the point that nobody has been able to put them on a skirmish and make them work in all angles (game mechanics, continuity, fluff, feel, etc). We are getting close... really close. Initial tests have SM feel like SM, and calculations indicate that they could be stable on a long campaign. Smile The next release of TLRB (V0.5.0) will address 'under the hood' changes. Small minor changes for the current Squads, but the layout of the rules would affect the SM development. Smile

Styrofoamking, Librarian and other Contributors will be working (AFTER the release of v0.5.0) on the Fighting in Close Quarters (FiCQ) section. To put is simply, its the use of a tile-base system as an ALTERNATIVE 'table top', along with Scenarios to use them. So you could play Death Squads using 'normal' table-top terrain, and have a 'special' game in which your Squads could explore underground caves, or an abandoned underground base, or explored a crashed Space Hulk. The FiCQ has been suggested to be developed to be used (eventually) for solo play.

There is also a talk about a Bestiary, so a creature could be turned loose on a regular (or even FiCQ) game... throwing a curve to players. While conversations are very advanced, I requested this to be put on hold after the release of TLRB. You could use these rules to create Imperium Infection.

We will not be using ammo... it adds a level of complexity we don't need. In a 'survival game' the amount of ammo would be critical. So you could concentrate on how to tackle that issue. Our critical hits are being re-balanced, but do not need to be specific in locations. In case of zombies, head-shots are key... and leg shots slow down the critters. You could tackle that problem.

As weird as this sound... take Imperium Infection like a computer game Mod. We make the rules, the Squads, the game mechanics, advancements, exploration, terrain, etc... then you take that a level higher, concentrating on specifics. If you design it as a module (leaving the same core rules intact), you allow people who play 'regular' Death Squads to to use the Imperium Infection Scenario (module) for a special game or two... as well as allowing people who just want to play a survival game be able to improve, take advancements, move out of the tiles, etc.

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Ravenf5r



Posts: 19
Join date: 2010-03-05
Age: 19
Location: Georgia

PostSubject: Re: Hey gang check this   Tue Mar 09, 2010 4:13 am

aye it makes sense allows people to simply say hey good game, how bout we play infection. and throw that mode in, without changing up too much of the rules. i'll look further into it.maybe you cody and i can hit up a day and put down some solid ground for this game to work on. we played it before and made up stuff as we went along, and it has a good chance to be a fun game, easy to mold and change shape. when i get the chance to really look over your rules, i'll be sure to mark down some major points. thank you for your continued support Very Happy
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Mordheimer



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Age: 36
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PostSubject: Re: Hey gang check this   Tue Mar 09, 2010 12:48 pm

Ahhh!!!! I remember, da bank and I started that way... Just Kidding We would had probably re-write a Space Hulk add on. HA! This thing has grown exponentially... it is a lot of work. While you can do what YOU want best, my suggestion is that Death Squads is at 100% your disposal. Very Happy Rather than 'changing' rules, make the correct additions that would make Imperial Infestation the great game it can be.

For example, lets say you and me want to play a couple of stand alone games. In the Imperial Infestation module you could have several 'pre-made' Squads (which have been done following Death Squads rules)... this way you know they are all balanced. Now we could start playing. In my particular case, I would say... man, I think I rather make my own IG Squad. So I pick up the Death Squads rules and make my own. We decide to play, and have so much fun that we decided to make it a campaign... the rules for advancements are already in place! So our Squads (you pre-made and my custom made) improve and we make them our own. Win-Win scenario!

What is we decide to play Imperial Infestation using 'traditional' terrain? How do you handle jumping, or Diving Charge? How about if we decide to make a competitive (you vs me vs zombies) Scenario? How do I attack you? All that is covered on Death Squads.... so you only have to concentrate on Zombies (how to move them, how to attack and be attacked, limiting ammo, etc.) Not only you will finish faster, but all the Core Rules you need are already in place! You can finish Imperial Infestation quicker.

Some people would play it as a stand alone game, others would play to enhance Campaigns. You idea is very nice... keep at it!!!

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StyrofoamKing



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Join date: 2009-11-02
Age: 26
Location: Fairfax, VA, USA

PostSubject: Re: Hey gang check this   Tue Mar 09, 2010 4:17 pm

Well, throwing Space Marines into anything isn't easy, 'cause they're so tough. If you started a new game with SM AS the default "unit of balance", then it's not as tircky. For example, Genestealers aren't much higher statwise than SM, making them a balanced opponent. Deathsquad has IG as the base, and those SM are totally overpowered. Zombies might be tough, unless they're high-stat "mutant zombies"... of course, if they're NPC creeps, it doesn't matter as much (though, as Heimer said, we'll eventually get to that in the Bestiary.)

A quick mod example: You have 500 credits to buy Officers and Equipment for a squad (NO RECRUITS!) All Officers start with +2 Wounds, and all leaders start with +3 wounds (which increase the price of both by +30 and +45 respectively.) Not sure how it'd campaign, but would make a fun one-shot.
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