These look like a blast for 55$ RTR!
These look like a blast for 55$ RTR!
….if i didnt already own an HPI sprint2 flux…. this would be the pick!
Only for adults. No viewing for those under 18 years of age.
neat concept….would have been better if they were MECHS with modular weapon bays!
kinda pricey at 299$
too bad this never made it to production!
i did get the STEEL BAtallions controller to work the mech warrior 4…..it wasnt that bad!….but still like my siatek controller better.
Hey, guys! Am still making up ideas, and though I haven’t properly written it down in some rulebook-way, I want to share one or two I made today for the wargame-boardgame!
Everfreeze [Ice]water is a special type of liquid tile. It is just like normal water but has more of an icy blue look, is always cold (hence ice water), and it freezes anything that goes in it (does not totally “ice-ify” the land around it, through it may make it colder), except for special guys, creatures and such that has either extreme tech or the natural intolerance (aka extreme anti-freeze fluids running through the body). This includes most if not all ice, snow, and related elemental creatures and beings and objects.
Through this bit has not been fleshed out enough to test, I also may have it so players can use some special guy or whatever to transport so it can be used in a moat – of the most dangerous kind. Also, this liquid can infinitely supply you, so that it works for oceans (of course they are infinite in real-life/fiction/lore, but they seems like it is so). And I don’t want it to get complicated for ponds…
At least one guy who has not been created yet will be able to dig through the terrain. These guys are the ones for making trenches. These trenches can also be filled with water, either by a connecting water source (where the every turn, whether it be player or other, one more liquid tile is placed in it from the source) or by player’s transportation forces.
Traps can also be placed in here. Forces can walk through empty ones, but there is one potential problem: It takes just as long to get in the pit as it is for ladder-climbing. So, by doing math, where each ladder-climbing action is 2 turns, the force has to go down (2) then move towards the slope, since they are at the bottom (1), and then go back up again (2); so, the equation is 2 + 1 + 2 = 5. Please note that at the bottom it is just like walking on land, so the 1 is 2 for a trench that is 2 tiles wide, and so on. Sorry if this is confusing. 😉
Anyways, this will let you build a moat! And, if you manage to capture and/or tame some, you can get some crocs and/or gators for your waterway! Also, this would be useful for making more paths for watercraft.
And the final thing, cover. As seen above, there is one form of cover shown – full cover, with the exact one above being a pillar of sandbags (also used for sandbag walls). These fully protect the player and are solid to the player (so they cannot normally walk through it or on top of it, and so they cannot attack through it. But, of course, they can move and/or attack from the sides of it.
Another type of cover is partial cover. That protects you from ranged attacks (another thing I need to do; assign melee and ranged attackers) but not melee attacks. Just like how ranged projectiles can “go through” it, the hiding entity can also attack back with ranged attacks (and melee too).
The last and most open type of cover, low cover, protects you from melee attack but not ranged ones, but can be walked upon as if it was a land tile (in-universe wise, they just vault over as seen in military parkouring exercises). So, now attackers can just vault over and give a knife to the enemy’s head. Brutality, kids, only when you want it in this game.
That’s all for now, thanks for reading! Hopefully, I’ll have a decent prototype rulebook to give out to some testers soon. – FictionCreator, The First VUer
Hey, I just got back to working on it today, and came up with one or two ideas! Though I haven’t written them down proper yet, let’s begin! (I suggest to see it on the main blog for the darker background, which helps with one or two of the images, but it is not required.)
First, am renaming some of the guys that had words such as troll and goblin in it to different names, having now established a more defined classification (trolls are a type of grolk or croll, goblins are a type of fordoblin, orks or orcs are a type of mork/morc, and wyverns are a type of yiern). The work here has not been finished yet; I still need ones for drakes and possibly ogres, to name some.
Now, some entities can now have smasher abilities, being able to break their assigned structures (types), e.g. wood, stone. Unless said otherwise, the target must be in front of the yellow line or right next to it, sideways.
As seen here, elemental races! Blue is water, and orangish-red is fire. Currently, I’ve only made these two (who don’t even have stats yet); there will be other elemental entity types later on, such as dirt, stone, lightning, metals, acid, et cetera. Rules will be assigned later on.
This new building tile will let players let forces walk on top of walls! The same rules for walking on land apply to these tiles also. to build on, there it must be touching left and right OR up and down walls, one per side, to be able to place (think: two walls on the opposite sides). To get on top of them or use them, stairs or ladders are required.
Most likely am going to change it so entities don’t walk upon/up/down ladders as if they were land tiles, but instead, it takes two turns to get up them (on the third turn they can move around again like normal and can even immediately go back down it).
That’s all for now, and thanks for reading! If you have any ideas, post them in the comments below!