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Battlefleet Gothic

Battlefleet Gothic

I don't know if any of you guys are a fan of the mini's genera. Did anyone here ever play games workshops short lived Battlefleet Gothic.

That game was pretty fun.

Some of the stuff I liked from there.

1. Massive torpedoes

Were talking about ship killers that you had to move the ship out of the way from and could use to move other guys ships out of areas that you wanted to go into.

2. Boarding action

You could fire "boarding torpedoes" and basically take over a ship or failing at that sabotage large sections of it.

3. Ramming / Fire Ships

Some ships could ram it was pretty sweet some could also function like a big torpedo.... that was awesome.

4. The ships had sections you could knock out an engine ... that was pretty cool.

5. Ships could really blow up

As in they would implode and take down anyone who happened to be near them that was pretty awesome.

6. Some ships as i recall could use gravitic and solar wind effects

2,673,093 views 1,261 replies
Reply #351 Top
Woops! My stupid internet is screwed up...(see below post for my ACTUAL post)
Reply #352 Top
The necrons don't even use warp portals...it's just ZING and they're off. It scares the living shit out of the Eldar and Imperium.
End of quote


Yeah, the Necrons use some sort of tech that allows them to delete the laws of inertia and gravity around their ships so essentially they can accelerate FOREVER (they can also stop precisely when they mean to.) I suppose this would make them the most travel advanced race.

Rule-wise I think the Necrons are beast because they have freakin 21 strength weapons,extreme armor, and various other perks that make them an extreme force to be reckoned with (even with a large Imperial Fleet!)
Reply #353 Top
Necrons are imbalanced, then they're given harsh victory points rules to balance them, then they're heavily random but leaning towards imbalanced for good measure. They're going to be very hard to get balanced. And yes, they are disgustingly good, and seem to be custom made to beat eldar. eeeww...
Reply #354 Top
Yeah, that's why I excluded the tau, their jumps are about 1/5th the speed of true warp jumps, but they're safe and reliable.The filesize is going to be what it's going to be, and don't worry, you'll get something good for your help.
End of quote


okay thanks i just wanted to know
Reply #355 Top
Necrons are imbalanced, then they're given harsh victory points rules to balance them, then they're heavily random but leaning towards imbalanced for good measure. They're going to be very hard to get balanced. And yes, they are disgustingly good, and seem to be custom made to beat eldar. eeeww...
End of quote


just make there warships really really really really expensive or add a weakness
Reply #356 Top
The thing about necrons is that they have to divide their gauss particle whip strength at their targets, rather than getting set batteries. While that means that a Carin will be zapping away at one ship at a time with its full 20 GPW strength, it will get no other shots. Compare that to an Imperial Dominator cruiser, wich gets two weapons batteries of str 12 each, for a total of firepower 24. Yes, I know I'm not factoring the Cairn's lightning arcs, but regardless, their big thing in BFG is firepower distribution. That may or may not be practical in this mod, but that's what defines them in the rules of Battlefleet Gothic.
Reply #357 Top
Jesus christ! don't you dare flake on this here fantastic project! I know its a shitdumb question but still: what is the estimated timeframe for some kind of public release? I mean are you (roughly speaking ofcourse) just gettin started, halfway done or near the end?

I'm impatient as hell cause its lookin real good and this will be the first BFG mod I've seen acctually going somewhere.

GREAT WORK!

Best regards
/rysssen
Reply #358 Top
Yeah, we're having a very hard time getting dorsal weapons to work properly, but we think we might be able to get a custom firing arc defined when the mod tools arrive, so that'd work for the necrons too. It's really a problem with multiarc weapons rather than just necrons. And for the record, I would much rather have 20 batteries I can shoot at any target I want than 24 I have to split if I'm good enough to get it between two ships or fire at half strength if I'm not. However, necron weapons are just beastly, and the numbers are skewed by the special rules.
Reply #359 Top
Jesus christ! don't you dare flake on this here fantastic project! I know its a shitdumb question but still: what is the estimated timeframe for some kind of public release? I mean are you (roughly speaking ofcourse) just gettin started, halfway done or near the end?
End of quote


Sorry to doublepost for this reply, but the gremlins took the edit button...

we're not sure about how far through we are, but we'll have something playable pretty soon, but full playable mod is off in the future. Those mod tools will be very useful if they ever get released, for example, but we can use placeholders for most stuff until then. The work is distributed enough that I can't be sure how much is done, though.
Reply #360 Top
I see :) Its a shame that gamedevelopers allways say "oh and we'll release modding tools etc etc etc" and then they don't :I

again great work this far, really nice models n all so big cred for that!

would it be possible to change the "bombarding of planets" animation into a sort of drop-pod invasion kinda animation? or perhaps do a little bit of both? I just feels weird to me that you take over a planet by shooting at it :)

also I think that the battles are a bit slow so perhaps it would be good for the game if a) the ships weponry did more damage or b) the ships wouldn't be able to take such a beating.

These are just suggestions, and perhaps they've been discussed before and if so I apollogice, I haven't been able to go through all the posts yet :)

Keep it up, I'll pray for the mod tools or something ;)
Reply #361 Top
at the moment the plan is to have orbital bombardment be dropships so we have already covered that one =P

and at the moment i dont know what the paceing is like but i know that numerical advantages will probbly speed up things a bit more than they do in current sins
Reply #362 Top
Combat mechanics (as of now):

No shield mitigation. Instead, the ship's entire shield strength regenerates in 20 seconds (which is how long ships take to fire their guns, as well). Firepower got boosted hard, so once you focus two ships' fire on one, it'll start taking serious hull damage. This is partly because battlefleet gothic the tabletop game is all about maneuver, so we really hope we can put in minimum speed, or otherwise this system will be more about gathering overwhelming force than about outmaneuvering your opponent. Well, that and being willing/able to get in close enough to fire both sides' guns, although longer ranged fleets may bring back maneuver to try and avoid that.

EDIT:
For now, you'll generally need two ships of a given class to kill a single ship of that class, and they will do so in 80 seconds. It'll take a while, but not all that long. If you make it into three ships pounding on one, then the (poor poor pitiful) one ship will go down in 40 seconds, which is a pretty big decrease. Basically, the shields will take away the first ship's fire, so once you can focus fire on a ship it's going down. Also, keep in mind that I'm using the 20 second recharge for the first shot as well, so in most situations, two ships will be able to kill a ship of the same class in about a minute. However, keep in mind that this is all based off Imperial Navy firepower and shields, so this may vary. For example, chaos gets more guns that can fire to the side in exchange for the Imperials' prow torps (which aren't included in the previous figures, and are pretty nasty as they can punch through shields), so they can finish a ship off more quickly, while tau get a lot of fighters and can fire all their guns prow, so they can kill ships very quickly, although they suffer against larger numbers of ships where their lower overall firepower starts to be a bigger disadvantage.
./EDIT

And the troops business (at least my understanding):

Ships with lances or bombardment cannon can bombard planets, but it isn't all that effective. The real power in attacking planets is troop transports, which are basically space tin cans stuffed full of troops (except for the exceptions, but they won't be in the first group). These are filled with troops from your planets, so even though they're relatively cheap, they need protection, and throwing them away compromises your own planetary defenses. So instead of pounding the planet into dust, you send in troops to retake it, and transports' cargo is valuable enough to make spamming them a bad idea while leaving them cheap enough to use in large numbers, just not waste.

Sorry I was so verbose, if I got anything wrong correct me, if you get any ideas, please suggest them.
Reply #363 Top
In the case of planetary bombardment... Are you going to give Imperials Virus Bombs or anything like that or is the best way gunna be "Send down the Troops!" (It doesn't really make a big difference just wondering.)
Reply #364 Top
We're still debating how to deal with exterminatus, we're trying to see if we can make them change planet types, so you have virus bombs change an agriworld into a desert planet, and some of the nastier stuff to make it into an asteroid, but if you want the planet, troops are the way to go, exterminatus is more of a planet denial weapon. They're different weapons for different tasks.

And I wrote this while you posted, so here it is:

About torpedoes:
As of now, we're using (awesome looking) placeholders for torpedoes. Instead of an ability that chucks them out into the void on a user-specified course, normal torpedoes are missile weapons that punch through shields 100%. Tau torpedoes will be seeking long range weapons that are triggered as an ability, though, because that's more like they behave in tabletop, and tau need the standoff weapons before they get into a close range slugging match.
Reply #365 Top
Speaking of Tau, I am going to take pictures of my Tau Ships (with a good camera) tomorrow (I SWEAR I WILL!) and I'll post them here. Just to remind you, they are the old Tau ships and I have 4 Orcas (all painted),3 Defenders (1 painted),1 Hero Class Cruiser (98% painted), and 1 Explorer Class Battleship (99.5% Spray Painted but no other paint.) If I don't post them tomorrow may Zeus strike me down with a lightning bolt!

P.s. They are painted in Farsight Enclave colors because I'm sure he has a fleet even though he's a renegade (and it makes for some nice story/fluff!)
Reply #366 Top
I thought of a few things. first up: The resource system, In my oppinion this needs an overhaul, If possible you should change it to just two - natural resources which is gained from mining astroids (get rid of those cheese crystalthingies!) and planets. Apart from the natural resources there should be some type of "cash" or credits or whatever its called for the diffrent races (perhaps "energy" for the necrons) which is collected from colonized planets.

Maybe you could add a third called population or manpower which is generated by planets and necessary for the fleetbuilding portion of the game.

The more you develop your planets the more resources, perhaps (and this is a big maybe cause it might just be to much of a hazzle) high mining/industrilisation of a planet might turn the planet into an "arid" one if it was "earthlike" at the begining, and arid/arctic/vulcanic (colonizing "vulcanic" planets is abit cheese too if you ask me, so perhaps you would have to terraform these before you could even colonize them) planets may be terraformed to become earthlike planets.

Just a few thoughts. as it is now those big ass crystals are just killing the gameatmosphere :(

(Think I'm gonna start an Imperial fleet irl :))
Reply #367 Top
I think it's way easier to import DoW's resource model. Asteroids generate power with power plants and the like, planets generate requisition. It worked there, so why not here?
Other systems don't have too much in common with each other..
Reply #368 Top
I agree with Regicide, using the Dawn of War resource model would be a great idea. Maybe you could turn resource asteroids into big planetary defences!
Reply #369 Top
In response to replies 362 onwards --> more info like this please!

Also, I would love to get m hands on what u have done for this mod so I can get an idea of how it is going to play and how this would relate to map design etc.

I know I might have access to the modcraft area, if so is it available from here?
Reply #370 Top
MAY ZEUS SMITE ME! Ech... due to camera problems (no charge battery packs!) I'm gunna have to take the Tau ship pics tomorrow , sorry!
Reply #371 Top
Kiernyc: no problem, get them when you can.

Fandangdo: Don't worry, I'll get that stuff out fairly soon, but I need to look over modcraft first before I summarize that stuff.

No bloody idea how we're going to do resources yet, I'm pushing for orks to have orks as a resource, but I'm not sure whether we can make unique resources.
Reply #372 Top
I'm pushing for orks to have orks as a resource
End of quote


Orks as a resource?! :NOTSURE:
(or am I just confused)
Reply #373 Top
remember in dawn of war? I really meant boyz, but now I can't edit for clarity. Some form of calling orks in to join the waaagh! It actually makes more sense here than in dow, because of the macro scale.
Reply #374 Top
LOL! BEST IDEA EVER!

The orks should only have 1 research station (or maybe program this to add population) and it should be Waaag! banners floatin in space! XD

I might paint some more tomorrow. Even if I'm not done I'll take pictures with Kiernyc's camera.

EDIT: what ever happened to i nert? Did he change his name while I wasn't looking?
Reply #375 Top
Oh i get it now, this is just for orks lol I misunderstood thinking that you meant all of the races would use the orks as a resource (so I'm sure you can understand my confusion lol!)

Lol get your orks here! ORKS to power your plasma engines! Tall ones, thin ones, light ones, dark ones!

That's what I thought---^