Riz
Master & Commander
As bloody as I wanna be!
Posts: 55
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Post by Riz on Jul 28, 2009 13:23:36 GMT -5
Here are a couple things I always wanted to see come out. Perhaps the player set will be able to help...
A card of blank white flags. This would allow for easier ID of ships in a game. If you and an opponent both have the HMS Interceptor, and they came close to each other, the potential for consuion would exist. With these flags each player could do up flags for themselves and that could help in ID of your own pieces in a crowded or confusing game.
Damage markers. Removing masts all the time is terrible on the card's printing. Damage markers like they did in Star Wars PM could really help this game.
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Post by Smitty on Jul 28, 2009 14:32:34 GMT -5
I second the suggestion on damage markers. Right now I use "casualty rings" from my miniature wargames, but something more aesthetic to the game would be better. Plus my 7 year old daughter would quite telling me the hoola-hoop on my mast looks pretty!
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Post by woelf on Jul 28, 2009 15:35:34 GMT -5
A card of blank white flags. This would allow for easier ID of ships in a game. If you and an opponent both have the HMS Interceptor, and they came close to each other, the potential for consuion would exist. With these flags each player could do up flags for themselves and that could help in ID of your own pieces in a crowded or confusing game. The colored streamers included with most of the "original" ship designs were intended to address this issue, but they were slowly phased out because most players never used them. While a set of blank, customizable flags could be useful, you'd need a lot of them because almost every single ship type has a different flag. They're either different sizes and/or have completely different attachment styles. You could probably fit one of each type onto a standard sized-card, but you'd need several copies of that flag card to use multiple ships of the same type.
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Riz
Master & Commander
As bloody as I wanna be!
Posts: 55
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Post by Riz on Jul 28, 2009 16:53:10 GMT -5
While a set of blank, customizable flags could be useful, you'd need a lot of them because almost every single ship type has a different flag. They're either different sizes and/or have completely different attachment styles. You could probably fit one of each type onto a standard sized-card, but you'd need several copies of that flag card to use multiple ships of the same type. I conceed the point, but I do not think it would be an insurmountable obstacle. I know if someone were to make em as somethign other than part of a set, I would be interested in buying them just to have my own flag on ships I am playing.
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Post by lord_denton on Jul 28, 2009 17:30:41 GMT -5
I think the flags are just too much of a hassle for a player-made set. Its something best done officialy.
However, the damage markers could be another beast, because our printing shops could be inferior to Wizkids (You wouldn't think that, because they are printed in China...). High quality cards may prove to be too expensive. That may be a viable option.
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cleverpun
Master & Commander
I need more wenches / More wenches and mead
Posts: 46
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Post by cleverpun on Jul 29, 2009 3:09:32 GMT -5
The damage marker issue came up in a thread on MT. As I said there, I use the damage counters from the Star Wars pocketmodel game- they work great. I've got quite a few of them, but then I've actually bought a few packs. You could likely ask some people on MT for a few of their spares.
We could always put a some similar counters into the cards. You could fit a few in with the pieces of multi-card ships quite easily.
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Post by woelf on Jul 29, 2009 9:41:29 GMT -5
We could always put a some similar counters into the cards. You could fit a few in with the pieces of multi-card ships quite easily. If you kept them roughly the same size as the counters from the Star Wars game, you could fit a couple in with almost every ship. Depending on how the parts are laid out there might be one or two types that wouldn't have any extra space, but at the same time a few will probably have room for a whole bunch of extra counters. Even if you "averaged" only two counters per ship (card or set of cards), that should be more than enough to cover any standard game, assuming your "fleet" consists of more than one ship. If you did need more, you could always borrow them from another card.
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Post by chasseur85 on Jul 29, 2009 17:28:12 GMT -5
A card of blank white flags. . My suggestion is to use one of those styrene cards from the poorly issued DJC run and scratch them with a dime or your nails. That usually does the trick and I often offer them as tokens of participation at my house when we host games.
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cleverpun
Master & Commander
I need more wenches / More wenches and mead
Posts: 46
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Post by cleverpun on Jul 30, 2009 3:00:19 GMT -5
Even if you "averaged" only two counters per ship (card or set of cards), that should be more than enough to cover any standard game, assuming your "fleet" consists of more than one ship. If you did need more, you could always borrow them from another card. Yes, each SWpocketmodel doublecard came with around four of them, and that was about twice what you needed .
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cke1st
Ordinary Seaman
Posts: 8
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Post by cke1st on Aug 8, 2009 8:43:17 GMT -5
For damage markers, our group uses small Post-It flags. They're cheap, come in various colors, can be reused a few times before they stop sticking, and do no harm to the plastic or the artwork. We use red for fire masts, and the other colors for normal hits.
Back on the original topic, something I'd like to see is multi-part terrain. Something like an "end" piece of a reef, and three or four straight or bent "middle" parts. You would string them together into a long obstacle that could actually affect play -- going the long way around it will cost you a few turns, so you might have to risk crossing it.
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Riz
Master & Commander
As bloody as I wanna be!
Posts: 55
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Post by Riz on Aug 8, 2009 15:32:27 GMT -5
Back on the original topic, something I'd like to see is multi-part terrain. Something like an "end" piece of a reef, and three or four straight or bent "middle" parts. You would string them together into a long obstacle that could actually affect play -- going the long way around it will cost you a few turns, so you might have to risk crossing it. Good idea!
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Post by admiralb on Aug 9, 2009 23:52:02 GMT -5
the "big terrain" piece idea is cool...I made a 3-d styrofoam and cotton-ball storm...it has three funnels that are connected to extra fog banks we have special movement rules for it...roll 1d6 for direction then roll 2d6 for speed...if it hits you, you lose a mast. all die rolls made within S of the base of the storm are -1...the clouds attached to the top of the funnels are high enough up that even a 10-master can fit under it...we've played it a few times, usually its more of an obstacle than anything else, so we're probably going to allow the Foul Winds event play to move the storm in the direction of your choice at the speed of your choice at the beginning of your turn instead of rolling for the storm's regular movement.
oh, and for damage marking we usually use tiny rubber bands that we throw over the masts. they're cheap...easy to use...they just don't have the same good looks as the SW damage markers...
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Post by vladsimpaler on Aug 10, 2009 0:22:40 GMT -5
I believe that in his games, Woelf simply scanned the terrain and blew it up to a much larger size. Probably about the size of a megacard, which would also be a lot more realistic.
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Post by woelf on Aug 10, 2009 10:43:29 GMT -5
I believe that in his games, Woelf simply scanned the terrain and blew it up to a much larger size. Probably about the size of a megacard, which would also be a lot more realistic. I actually bumped a few of them up enough to fit a standard (8.5 x 11) sheet of paper. That made them large enough to put an island in the center and have it completely surrounded by a reef or sargasso. It also works well to put the island off to the far edge of the terrain, so if you're not willing to shortcut across the danger zone you have to take the long way around to get at it from behind. Sometimes we'll even put islands at opposite edges of one of the terrain pieces so it's a short hop across the reef/sargasso to get from one to the other, but it takes a longer trip to go around (it of course helps to completely ignore the "standard" island placement restrictions.)
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Post by Commodore Vendari on Aug 13, 2009 22:16:09 GMT -5
I personally like the linking terrain idea. In addition to expanding a single terrain, you can mix terrain as well.
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