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![[Post New]](/s/i/i.gif) 2013/01/03 15:35:17
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Plastictrees
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There's no particular reason that it would have to be structured as 'winning faction = all the new stuff'.
Maybe a 'losing' faction just gets pushed in a different direction. More guerilla, low tech units as they lose territory.
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![[Post New]](/s/i/i.gif) 2013/01/03 15:40:24
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Sniping Reverend Moira
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plastictrees wrote:There's no particular reason that it would have to be structured as 'winning faction = all the new stuff'.
Maybe a 'losing' faction just gets pushed in a different direction. More guerilla, low tech units as they lose territory.
I had not thought of that. That's a really great point!
In concept, I'm really digging it. I just need to see more minis.
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![[Post New]](/s/i/i.gif) 2013/01/03 16:03:36
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Speed Drybrushing
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plastictrees wrote:There's no particular reason that it would have to be structured as 'winning faction = all the new stuff'.
Maybe a 'losing' faction just gets pushed in a different direction. More guerilla, low tech units as they lose territory.
That could definitely work, other options could include new units developed to 'counter' certain enemy tactics, after all nothing drives scientific progress quite like warfare. Or since they will be releasing the campaign sections as chapters they could always make it so that a faction that's been doing less well up to a certain point has some sort of advantage in a given area of battle, not necessarily through ingame mechanics but driven through story. For example an enemy pushing into someone else's territory could have to gain two wins to equal every one of the faction who's territory they're fighting in to represent the sheer population density of the enemy faction in that area.
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![[Post New]](/s/i/i.gif) 2013/01/03 16:18:15
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Trustworthy Shas'vre
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Some explanation of the basic game.
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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André Winter L'Art Noir - Game Design and Translation Studio |
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![[Post New]](/s/i/i.gif) 2013/01/03 16:21:39
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Sniping Reverend Moira
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I wont lie. I've always wanted to do a GW campaign that allowed me to use everything they have from Battlefleet Gothic down to a small Necromunda style raid.
Give me the option to do one piece of my battle as fleet warfare, move it into a boarding action skirmish, and then let me do a planetary assault with a larger force in one cohesive rule set and sirs, you have yourself a true believer.
As to the monthly "chapters:" I Think this could be really cool as a digital magazine of sorts.
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![[Post New]](/s/i/i.gif) 2013/01/03 16:27:46
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Foolproof Falcon Pilot
Livingston, United Kingdom
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I definitely think that a wargame where you are desperate to get another game in because you and your clubmates are reading the website, and seeing that something really critical is going down that requires you to help swing it, would be amazing.
If it worked, if it all was balanced, and if they manage to really connect the playerbase to the website, then you could have something truly next-gen. You'd want to be looking at maps on the website, reading short snips of fluff, bookmarking faction-specific subpages where it lists all of your potential warzones and why you should be trying to win them. So that instead of Antares being just a wargame that you play with your mates, it feels like you're actually part of an ongoing serious thing with repercussions.
Basically, if they pull it off then they could give it some of the feel that EVE Online manages. Without, you know, the mining.
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![[Post New]](/s/i/i.gif) 2013/01/03 19:41:16
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Infiltrating Broodlord
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Fifth update is up.
the one thing I took away from it is that if they screw up a points cost they will fix it online...
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![[Post New]](/s/i/i.gif) 2013/01/03 19:45:18
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Secret Inquisitorial Eldar Xenexecutor
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The more indepth version is that online updates will be available for the rulebooks regularly and as a feature of the constantly evolving game, there wont be a cyclic re-release of army or corebooks but instead a steady build of new and changing information available as a download so that player armies are constantly maintained and not rendered obselete waiting for a new print book. Its a nice idea for a system to ensure that they can account for all factions in balance, and rectify something based on player feedback if they do get something wrong.
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![[Post New]](/s/i/i.gif) 2013/01/03 19:57:11
Subject: Re:Beyond The Gates of Antares - Official Kickstarter Thread
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Longtime Dakkanaut
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The consistent online presence, and interaction is one of the concepts of this project that most appeals to me. With the proliferation of smartphones, tablets, and reading devices, having a regularly updated, portable rulebook/unit information available for download after initial purchase is something that with this game seems quite possible. It was something that Privateer has tried with War Room in a way, and while it's launch left a somewhat bitter taste due to all the problems, I still think the idea is a good one.
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![[Post New]](/s/i/i.gif) 2013/01/03 20:26:04
Subject: Re:Beyond The Gates of Antares - Official Thread
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Morphing Obliterator
The Frigid North of Minneapolis
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Tethyr13 wrote:Wow Dakka - I'll remember to link this any time someone gets upset at GW for being a miniature company and not a game company.
Luckliy we do know we will be seeing greens before this KS ends - ...
Here's my 2 cents: Though I am generally supportive of this project, and hope that it turns out great (and would be interested in getting into it if it does) the fact that they didn't have greens BEFORE the KS began to show is really very disappointing, and, I hate to say it, unprofessional. I cannot commit any real cash for only concept sketches. Even just a couple of greens would be better than none, and would certainly have generated more interest and pledges.
If we see some really great greens before the KS ends, I may still get on board, but greens now would have been much more effective in getting me, and I'm sure many others, on board. They could have postponed the KS start date a few weeks to have even a couple of greens. I'll keep an eye on this one, but with much less enthusiasm.
-C6
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![[Post New]](/s/i/i.gif) 2013/01/03 21:19:17
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Plastictrees
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I agree with the above to an extent. I wouldn't say that it's unprofessional, I think it just potentially suggests a lack of commitment to a project. As much as people seem to be turned off by projects that have all their stuff together and "would happen anyway" those really demonstrate that the company/individual is commited to the project and has invested in it personally, even if that just means time in the case of one man show sculpting KS.
On a completely different note, I think the downside of the "living game world" notion is that it might alienate late comers who feel they've missed out on too much. I'm only speaking from my own attitude towards global campaigns etc. where I've tended to be all in or all out.
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![[Post New]](/s/i/i.gif) 2013/01/03 21:25:43
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Trustworthy Shas'vre
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Folks you should get away from the notion that every KS is only about the miniatures. This one is about the game first and the minis are an additional level, but not the main focus.
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André Winter L'Art Noir - Game Design and Translation Studio |
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![[Post New]](/s/i/i.gif) 2013/01/03 21:27:03
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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[DCM]
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Duncan_Idaho wrote:Folks you should get away from the notion that every KS is only about the miniatures. This one is about the game first and the minis are an additional level, but not the main focus.
That's an odd viewpoint to take with this one, I think.
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![[Post New]](/s/i/i.gif) 2013/01/03 21:27:11
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Secret Inquisitorial Eldar Xenexecutor
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I think the best way to not alienate new players to a game is for the Living Gameworld to not have an end , for example starting from the beginning we still have the background rick and the team will write for history, starting 6 months in some of the other players battles are now in that history, but all factions are still viable and interesting, boundaries have shifted and alliances may have formed but you are still entering a vibrant and shifting universe.
From what Rick has had so far GoA seems to fall into the catagory of not having an end. GW campaigns might get near to the end and you can see planet X has fallen too far to chaos for your to make a difference, but in GoA its the universe shifting and reshaping, hopefully without annihilating a faction completely.
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![[Post New]](/s/i/i.gif) 2013/01/03 22:06:23
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Infiltrating Broodlord
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I assume that the lack of greens is because they want to get input from the backers about the various races. Once they have that they can make the figures.
Edit: I mean they have some concept ideas and some models they want to 'repurpose' but how close are those going to be to their final concept? How much could the aliens or weirder Pan(whatevers) change based on backer input? DSC might have this all fairly well bedded down and it is just the rules and backstory they will be seeking input on. OTOH races might get significantly altered over the next few months.
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This message was edited 1 time. Last update was at 2013/01/03 22:17:00
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![[Post New]](/s/i/i.gif) 2013/01/03 22:24:51
Subject: Re:Beyond The Gates of Antares - Official Kickstarter Thread
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Fresh-Faced New User
Oxfordshire, UK
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I am hugely excited about this project.
Rick Priestley has designed some wonderful games over the years, as well as coming up with the magnificence (to many of us  ) that is the 40k universe. He must have been very frustrated not being able to do anything truly new at GW over the last ten years or so - really looking forward to seeing what he can create when given a blank piece of paper, no real constraints and the benefit of 30 years experience.
A big strength of his, sometimes overlooked, is that his rulebooks are very entertaining to read. Even the crunchy rule bits. Not sure how he manages that. I'm going to be sad if this one never sees the light of day.
Don't really agree with the view that there is no substance to the kickstarter or that the team want us to do all their work for them. There are no greens yet admittedly, but Rick and the team clearly have a strong vision for the universe and the gameplay and the way it will all work. We just get a chance to add to it. The website has some great details of their thoughts and I'm sure more will emerge.
I'm in in a big way.
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![[Post New]](/s/i/i.gif) 2013/01/03 23:12:33
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Ferocious Blood Claw
Midland, MI
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Sorry for the long post.
I agree, I think they do want a little input from gamers to concentrate on the most popular designs. Also, from what it seems, they have got some good sculptors to sign on, but it seems that the work may be freelance. Since this is not a "pre-order" to help them expand a range (like Dreadball or Bones or Kings of War) or a more blatant preorder (like zombicide or others) I'm not really surprised they would want the feedback before they had the sculptors working on the greens.
Except for basics like the War Drones (which seems to be working right now), they are looking for some level of gauging interest. Pan-simians and Pan-felines are versions they have put out there (with a few different artwork images to find out which one people like more). Some people don't like the "furries", but more likely the Revers or one of the other factions will appeal more. The entire concept is to make it huge, so just about every variant could exist (an easy entry to use whatever company's figure you might want), while of course trying to come up with the "defined" look for the factions they will represent and sell.
Of course they will want people buying the minis from them - so they want to make them as "satisfying" as possible to the most people. This KS is trying to get some of that "defining" done through customer feedback before finalizing and sending to the freelance sculptors. It is why they are on KS. And why they have stated greens will be forthcoming and more artwork as the KS goes on (for 56 more days...) And with enough feedback they can get the art to match up with the most popular versions.
I don't think that Rick could work on this concept and not be committed to making it happen. They have a large (300,000 pound) goal, and may not make it. But they are going to get a lot of feedback and even if they fail, I expect they'll be back with another KS to make it all happen. But one of the problems is that the thing in both concept and material will be huge. In order to "flesh" out the whole universe at once is impossible but to get the scope right they need to make TONS of models just to get the "flavor" at the start. I don't think the "feel" of the game could be even close if they don't have more than two factions ready to go at launch. And I'm sure that would be beyond most of our budgets to start from scratch.
But once again, I point out that lots of people (on many different forums but Dakka too) get upset when GW states it is a mini company first and a game company second. The cry for greens, wip shots, or more artwork make it more obvious why they became successful using that as their guideline (not to mention the historical nature of the minis first games second in their own timeline. Remember 40k had almost every fantasy model included to help sell more minis - even if that made it even more space fantasy than science fiction setting back then.)
And I LOVE cool models (and own more than I ever should - from lots of manufacturers), so I'm not put off by anyone feeling that or stating it. I just find it odd for some of the posts (in the other thread too) to have such a negative connotation because of it. I understand stating you want more - but to almost bad-talk the entire concept because that is missing seems to be off the mark to me. For me, I'm very excited, and doing a bigger pledge because it seems very cool to me.....
Of course, I can't wait to see the greens. I can up the budget a little more to get the really cool ones!
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This message was edited 1 time. Last update was at 2013/01/03 23:35:03
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![[Post New]](/s/i/i.gif) 2013/01/04 00:03:30
Subject: Re:Beyond The Gates of Antares - Official Kickstarter Thread
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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And here is the update in full for anyone who hasn't access to the Kickstarter. It's rather large but well worth reading!
A heartfelt thank you to you all for backing us and believing in what we're trying to do. We have much still to do, but with you behind us, we'll work even harder!
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.
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![[Post New]](/s/i/i.gif) 2013/01/04 00:58:54
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Trustworthy Shas'vre
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50.000 has been reached right now, the KS is funded 1/6th in only 3 days and still 56 days to go.
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André Winter L'Art Noir - Game Design and Translation Studio |
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![[Post New]](/s/i/i.gif) 2013/01/04 01:16:39
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Zealous Knight
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Realistically though, with this KS sitting @$50k in three days, not even a paycheck after the holidays (i know pledges are charged at the end but psychologically it seems to be a big deal to many people...) and their obvious dedication to keep involved and actively communicat, and shape this in a way to appeal to as many backers as they can as the core of the project, there's no way this would even come close to failing.
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![[Post New]](/s/i/i.gif) 2013/01/04 05:31:39
Subject: Re:Beyond The Gates of Antares - Official Kickstarter Thread
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Infiltrating Broodlord
Lake County, Illinois
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I wrote up a quick first draft of a story idea I had that incorporates some of the ideas on the message boards for the Hansa Nairoba character, and also some of the ideas for PanHuman species. Let me know what you think of the idea.
Hansa Nairoba sat hunched over the table with the pressure of his responsibilities weighing heavily on his thoughts. Soon he would once again be taking risks and making choices that could lead them all to great success, or to early graves. Or anything in between. He sat in the officer's mess, such as it was, of his DSG class freighter. The room could hardly be said to live up to the "officer" classification, but it could certainly be called a mess. It had a very lived in quality to it, almost like a childs bedroom with toys covering every surface. Hansa never could have enough toys, though most of his were the strange relics of long-forgotten conflicts.
Slouching in his chair, Hansa hardly seemed an intimidating figure. He wasn't particularly tall as it was, even for a Rever. Nor particular well-built. His head was shaved, and he sported a black beard speckled with silver. He was the very definition of a Rever. You could almost imagine him fitting right in with the prehistoric pre-humans who first set out to explore the stars. Although, of course, noone could know what they really looked like.
Hansa looked around the table at some of the officers, or as some might call them ringleaders, of his Freebooter band. They seemed carefree as they enjoyed a typical meal of ale and curried gruel paste. He had known them a long time, trusted in their skills, and would soon lead them into the unknown once more. The three with him currently were all PanHumans, and all very different.
Standing at the table to his left was Nevik, one of his trusted Lieutenants. Nevik was a ferocious fighter with incredible reflexes and, thanks to his PanHuman anatomy, capable of great speed. His legs were short in proportion to his body and set a bit off to the side, and he never seemed to completely straighten them. His arms were relatively long and powerful, with thick meaty hands and digits. When the need arose, he was capable of running on all fours at incredible speeds, which had come in handy on many occasions. His aggressiveness had proven it self in innumerable skirmishes, though his temper could sometimes be unwelcome, and made it difficult for anyone to call him a friend.
In stark conrast, in many ways, stood J'Stalla who towered over them all. His massive, bulky, and somewhat short-limbed frame was covered in shaggy hair. Everywhere they went was too warm for him, and he was always glistening with sweat. The species of his world had adapted over long millennia of unrelenting cold to have many layers of insulation protecting their vital organs. Even his head looked like it had two layers of skull to keep his brain warm. And his personality was just as different from Nevik's as his body was. Hansa probably wouldn't have called J'Stalla friend. Not because it wasn't true, but because it would have been redundant. J'Stalla was everyone's friend. While many people dealt with Hansa and respected his abilities, he knew few of them has much else positive to say about him. But Hansa doubted an ill word had ever been spoken of the jovial J'Stalla. And he also had the virtue of being able to blast away with weapons that would look oversized on most tanks.
Then there was Smythe. His variety of PanHuman had even more disturbing features. All of his limbs were long and spindly, with extra joints. His arms, legs, fingers, and, much to the benefit of Hansa's nightmares, his toes, were all extremely long and excessively articulated. This made him extremely dextrous and agile, and creepy as hell. He didn't have much of his neck, and in the middle of his wide head sat a cluster containing an untoward humber of beady eyes. Many of them could see in different spectra, in a far greater range than Hansa could imagine. All of this make him very good at sneaking around and assassination with his favored bladed weapons. Unfortunately, it also made him very good at his favorite hobby, which was terrifying the crew with his "hilarious" pranks. Hansa would unfortunately never forget the time he got about halfway through a bowel movement before spotting Smythe hanging from the ceiling of the latrine stall, at which point he involuntarily finished the job forthwith. Hilarious.
A voice came over the comm network, mercifully pulling Hansa from his thoughts. "We're approaching the target area," came word from the bridge. Hansa paused for a moment, preparing himself to go through it all once again. "Well, let's roll the dice," he said as he stood up. They all knew what this meant, and they always wanted to be there for the coming moment. One really never got over the spectacle and excitement of it. The others took final sips or bites before making their way to the bridge behind Hansa, following him instinctively, as men had always followed him.
They arrived on the bridge to see Xander, their pilot, at the helm as usual. Another interesting PanHuman specimen, Xander, and the generations before him, had lived on a gas giant which had been colonized using massive artificial cities, which eventually grew to the size of continents. Colonizing a gas giant didn't sound easy, but the incredible abundance of them in the galaxy has evidently made it worthwhile at some time in the ancient past, and the successive generations had adapted to their inhuman environments. Coming from a place where sound was transmitted much more easily than light, many gassers relied much more heavily on their ears than their eyes. Xander's ears were large, sticking up a foot over his head, and could move to point at what he was listening for. His eyes, on the other hand, were small and black, and covered with large puffy lids of scaly skin. Despite his decreased visual acuity, Xander was an excellent pilot, and a wiz with any kind of technology.
All of them gazed out the view-port at thousands of colossal cylindrical towers, each a hundred miles across and thousands of miles long, stretching back into the abyss beyond sight. The Gates of Antares, the nexus of portals which allowed interstellar travel throughout the galaxy, and perhaps beyond space itself, if some theories are to be believed. "You were right, as usual, Captain", said Xander as he heard Hansa approach. "The area appears clear of hostiles."
This area of the hub was often traveled heavily by the Vorl, but Captain Nairoba had told his men that he'd gotten a tip the area might be clear. And for the time being, it appeared to be so. Before them lay countless gates that hadn't been traveled by man in many lifetimes. Almost anything could lay beyond any of them. Countless possibilities were now presented to Hansa, but ultimately he would have to choose the path they would take. As always, he would trust his instincts. His cast his eyes over the myriad Gates before him, like a tumbling pair of dice rolling across a table, the air heavy with a tense expectation. When they came to a stop, his fate was decided.
"That one" he said, marking his choice on a control panel. Xander acknowledged the order and set his course and increased speed. As all on the bridge looked on with a mix of excitement an uncertainty, the ship set off towards the unknown.
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![[Post New]](/s/i/i.gif) 2013/01/04 06:55:46
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Legendary Master of the Chapter
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Bolognesus wrote:Realistically though, with this KS sitting @$50k in three days, not even a paycheck after the holidays (i know pledges are charged at the end but psychologically it seems to be a big deal to many people...) and their obvious dedication to keep involved and actively communicat, and shape this in a way to appeal to as many backers as they can as the core of the project, there's no way this would even come close to failing.
You have a point. I've never heard of a Kickstarter starting strong on the backs of the true believers and then petering out when it became clear the creators couldn't provide any real hook to casual gamers or newbies. Nope. Couldn't happen.
To go back on topic, I wonder what would happen if enough pledgers demanded a faction of limited-edition, large-breasted space strippers...
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![[Post New]](/s/i/i.gif) 2013/01/04 07:34:23
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Zealous Knight
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@Bob
...yeah, except this does not have an established fanbase and the folks behind it are actively working with their community here. Not exactly TTB material, now
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![[Post New]](/s/i/i.gif) 2013/01/04 08:09:14
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Legendary Master of the Chapter
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How can you say it doesn't have an established fanbase when most of the excited posters are ...fans... of Priestley or White, and pledging based on their involvement. Are you telling me there would be anywhere near this level of interest in GoA if those names weren't attached?
Once everyone who is willing to go all-in on a new Priestley concept have pledged, this project will stall unless they get their act together and deliver something concrete. A green. Alpha rules. A set list of factions, including background and several sketches each. Something.
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This message was edited 1 time. Last update was at 2013/01/04 08:09:36
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![[Post New]](/s/i/i.gif) 2013/01/04 08:28:18
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Zealous Knight
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And that is about as specific as fans of a genre, as opposed to a specific IP.
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![[Post New]](/s/i/i.gif) 2013/01/04 08:58:31
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Trustworthy Shas'vre
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Well it is one thing being a fan of it for the sake of it and being a fan of the guys because they nearly always deliver good games (if they are allowed to).
Judging from the comments most of it are in it because of the strength of the idea and because they know from former experience that the guys are willing and capable of making happen what they promise.
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André Winter L'Art Noir - Game Design and Translation Studio |
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![[Post New]](/s/i/i.gif) 2013/01/04 09:02:26
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Legendary Master of the Chapter
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I suppose that is an important distinction. I do hope this succeeds and becomes a great game with an entertaining backstory and tons of well-sculpted, affordable plastic miniatures. I have my doubts based on what I have seen, but maybe I'll be surprised.
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![[Post New]](/s/i/i.gif) 2013/01/04 09:56:48
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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BobtheInquisitor wrote:How can you say it doesn't have an established fanbase when most of the excited posters are ...fans... of Priestley or White, and pledging based on their involvement. Are you telling me there would be anywhere near this level of interest in GoA if those names weren't attached?
I don't think anyone in their right mind would claim that! Of course lots of people may have blindly pledged because of the names involved, but I think ultimately a lot more will because GoA contains some bloody good ideas.
Once everyone who is willing to go all-in on a new Priestley concept have pledged, this project will stall unless they get their act together and deliver something concrete. A green. Alpha rules. A set list of factions, including background and several sketches each. Something.
This is starting to happen now, head over to the forums
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![[Post New]](/s/i/i.gif) 2013/01/04 13:40:55
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Longtime Dakkanaut
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Pacific wrote: BobtheInquisitor wrote:How can you say it doesn't have an established fanbase when most of the excited posters are ...fans... of Priestley or White, and pledging based on their involvement. Are you telling me there would be anywhere near this level of interest in GoA if those names weren't attached?
I don't think anyone in their right mind would claim that! Of course lots of people may have blindly pledged because of the names involved, but I think ultimately a lot more will because GoA contains some bloody good ideas.
Once everyone who is willing to go all-in on a new Priestley concept have pledged, this project will stall unless they get their act together and deliver something concrete. A green. Alpha rules. A set list of factions, including background and several sketches each. Something.
This is starting to happen now, head over to the forums 
What you see as bloody good ideas I see as a lack of content and direction.
I'm not going to back this project because they want my input to shape the game. Because truth be told they don't care what I have to add, they only want to know what I'm willing to buy. However if they show me something that I'm interested in, i.e. actual content, then I'd be willing to back this project.
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![[Post New]](/s/i/i.gif) 2013/01/04 14:19:54
Subject: Beyond The Gates of Antares - Official Kickstarter Thread
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Regular Dakkanaut
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Catyrpelius wrote: Pacific wrote: BobtheInquisitor wrote:How can you say it doesn't have an established fanbase when most of the excited posters are ...fans... of Priestley or White, and pledging based on their involvement. Are you telling me there would be anywhere near this level of interest in GoA if those names weren't attached?
I don't think anyone in their right mind would claim that! Of course lots of people may have blindly pledged because of the names involved, but I think ultimately a lot more will because GoA contains some bloody good ideas.
Once everyone who is willing to go all-in on a new Priestley concept have pledged, this project will stall unless they get their act together and deliver something concrete. A green. Alpha rules. A set list of factions, including background and several sketches each. Something.
This is starting to happen now, head over to the forums 
What you see as bloody good ideas I see as a lack of content and direction.
I'm not going to back this project because they want my input to shape the game. Because truth be told they don't care what I have to add, they only want to know what I'm willing to buy. However if they show me something that I'm interested in, i.e. actual content, then I'd be willing to back this project.
Well, said!
And what is all this "please note that these miniatures are NOT part of the GoA universe - though they may be at some point!" about? Is GoA a miniatures' recycling system or what?
Plus, I do not want to see what these people's potentials. I am not recruiting them for my company to be interested in their CV. They ask me to put my money in a project of theirs, but whether this project exists anywhere but in their minds is unclear to me.
I can't get how " I have an idea! Guys, give me your money to tell you what's about!" is a pure kickstarter. No money from me, till I see something more solid than games industry celebrities marketing!
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