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Made in tw
Regular Dakkanaut




Could you sell the missus on the rulebook though? That's a pretty reasonably-priced investment, including the figure and would at least be a step on the road to getting this thing out there.

I really hope this project can get funded. I have a lot of interest in the project as it stands but it's obvious that they need to get more eye-candy out there in order to pull in the kind of funding it really needs. That, or they need to reboot the project with redefined goals as has previously been discussed.

This message was edited 1 time. Last update was at 2013/01/15 09:22:45


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

BUTT PLATES.

That is all.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in us
Sniping Reverend Moira





Cincinnati, Ohio

Eeeek. Not a fan of the butt plates.

 
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

Latest KS Update:

In Summary/ TLDR
- Beasts of War interview should be up in the near future.
- range of dice used, but most commonly D10's (although interestingly there is one less 'check' roll than might commonly be expected in something like 40k).
- Using 'equal or less' (similar to Infinity) rather than 'at least' for the dice rolls for checks
- Stats are fairly comprehensive, from 1 to 10, the higher the number the better. 5 is average for a normal human or equivalent.
- Important to note that these are WIP for testing purposes at present.

Evening everyone - We've just got back from a great trip down south to see Warren and the chaps at Beasts of War, who were very welcoming and gave us rather a lot of tea and chocolate!

They've very kindly done a rather large interview with us which should be going out quite soon.

Our game rules update today is all about the Dice and Stats, so lets get into it shall we:



DICE AND STATS

Before we can start to work with the initial game development we need to know how the basic dice rolling works, and how the stats of the models affect dice scores and game play. At this stage we do not need to flesh out the detail for dice roll modifiers, or restrictive qualifiers such as movement affecting whether a model can shoot or not. So, here’s the basics to get us started. This just leaves the descriptions of basic weapon stats, actions and reactions and we will have enough to play an outline game – sufficient to work with the overall dynamic and scope.

Types of Dice

D10s are used to make tests against stats, and this includes the basic rolls to hit a target, to resist damage, to undertake reactions to enemy actions, and to check combat status. A number of D10s are required and it is helpful to have a few distinctly coloured dice as this helps greatly with hit allocation from weapons with different strike qualities, for example where a unit shoots plasma carbines and a plasma cannon at the same target.

D4s, D6s, D8s and D12s are also used to generate random values, most commonly for weapons with blast effects. One of each will be enough – or values can be generated using D10s and working down, for example generate 1-8 by re-rolling 9s and 10s. We’ll also be using D3 (half D6 roll) and D5s (half D10 score) and such-like variations – but I’ll assume we are all familiar enough with that kind of thing.

Dice Tests

The D10 dice is also used to make tests against a model’s stat or the stat of an item of equipment or weapon. In most cases these stat values will also be affected by situational and unit status modifiers, but for purposes of explanation we can ignore those for now. The basis stat test works as follows:

To test against a stat value, roll a D10 and if the score is equal to or less than the value you are testing against the test is a success. We sometimes refer to this test as a ‘check’. For example, to make a check against a value of 5 simply roll 5 or less on a D10 for success. In this case a roll of 6 or more is a fail.

Regardless of any modifiers applied to the stat under test, a D10 dice roll of a 10 is always deemed a failure. If the score required is less that 1 then it is still possible to succeed if you roll a 1, in which case roll the dice again and if another 1 is rolled the test is a success anyway. So, to summarise, a roll of a 10 is always a failure regardless, and if you need to roll any number less than 1 to succeed you need a 1 followed by another 1 ( a 1% outside chance).

Another principle that will be applied throughout the rules is a dice roll of a 1 counts as a critical success. This rule doesn't apply if the score required is 1 or lower, in which case it is impossible to generate a critical success result, but so long as you are testing against a value of 2 or greater any roll of a 1 on the D10 is considered a critical success. A critical success affects the results of some tests, and this varies depending on the test that is being made. In the case of shooting it affects how casualties are allocated. Some tests are binary and critical success makes no difference, they either pass or fail, but in general look out for the 1s as they often mean something special.

GAMES VALUES AND STATS

Every model has a set of associated game values representing its own skills and abilities. In the case of most troopers, henchmen, drones and other ‘grunts’ these will be basic values for their species, whilst leaders and heroic individuals are likely to have enhanced values that separate them from their more ordinary fellows.

These values are commonly called ‘stats’ (statistics) and are written in a stat-line together with the description of the model and its designated type. For example, here is the work-in-progress stat-line for a standard human fighter – a Rever or basic Panhuman.

Unit Type Ag Acc Res Str Init Cou Tech Com Sp

Rever Inf 5 5 5 5 5 7 1 2 *

The unit column just lists the model – an ordinary Rever fighter in this case – and the Type is a basic definition for rules purposes – in this case ‘infantry’. Different types have different rules in respect to movement, damage effects, and so on but we are only concerned with the standard fighter types at this stage.

All of the stats are scored out of 10 with 1 being the lowest value possible and 10 the highest for this type. Values lower than 5 are relatively weak and values in excess of 5 are relatively powerful.

Agility (Ag). The Agility stat is a measure of an individual’s ability to traverse terrain, climb, and bounce about in an athletic fashion. It is used mostly for movement tests in demanding situations. It is used by some individuals with special skills for close combat.

Accuracy (Acc). The accuracy stat is a basic measure of how capable the individual is when it comes to handling and shooting a weapon. The higher the value the better shot the individual is. This stat is used for all shooting included ranged shooting, firefights and assaults.

Resist (Res). The resist stat indicates the individual’s ability to withstand a blow, weapon strike or physical trauma – the higher this value the tougher or ‘harder’ the individual is: the more easily the individual can resist damage. This value is affected by armour of various kinds as well as cover.

Strength (Str). This stat is a measure of brute strength. Brute strength is not an important consideration unless it comes down to grappling at close quarters when it is very important indeed! Strength is also important should it come to tasks requiring sheer power; such as lifting a heavy object or forcing open a heavy airlock seal.

Initiative (Init). The initiative stat is a measure of alertness and speed of reactions, and as such it is the key value that we test against when a unit reacts to an enemy’s action. Troops with high values will be more easily able to return enemy fire or go to ground quickly when shot at.

Courage (Cou). Courage is a measure of how cool the individual is under stress, how steady his nerves are, or how brave he is when things get tough. We test against this value when checking Combat Status, which means it affects a unit’s ability to fight in most situations. Courage is one of the most important stats in the whole game – because technology can compensate or augment other stats but there are few (safe) ways to bolster your courage!

Technology (Tech). This value is a measure of an individual’s technical skills – which may be innate or which may result from belonging to an IMTel Shard. This skill is used as a measure and test when it comes to operating some technological devices including some kinds of weapons.

Compute (Com). This stat is a measure of an individual’s facility with logical calculation, and it is far more important for machine intelligences than for living creatures. Although it is occasionally used where a test of pure intelligence is called for, the principle use is for WarDrones and other kinds of sentient machines, where compute is generally used instead of courage.

Special (Sp). This isn’t a stat – the column at the end of the stat-line is a placeholder used as a memory jogger for any special rules than might apply to that particular model.

Comment on Stats

This is a work in progress stat line and it is intended to establish a base level for purposes of game balance and working out variable parameters. It seems to be holding up quite well at the moment in our games, although bear in mind that modifiers do generally tend to take the probabilities down a bit, and all the more so for units that have suffered reduction of their combat status.

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
Made in gb
Fixture of Dakka







Well, at my gaming club last night, I asked the usual 40k crowd and none of them had heard of the kickstarter. Funnily enough, the fantasy guys all knew about it, due to them being fans of Rick. However, it's a bit concerning in general and I can't do much about it either - I can't even convince the guys to visit the clubs website, nevermind start a new game!
   
Made in us
Xeno-Hating Inquisitorial Excruciator






 cincydooley wrote:
Eeeek. Not a fan of the butt plates.

Obviously to prevent butt-hurt

Long Live the Squats! 
   
Made in nl
Regular Dakkanaut




 Squat Kid wrote:
 cincydooley wrote:
Eeeek. Not a fan of the butt plates.

Obviously to prevent butt-hurt


Then they're in the wrong spot! Poor guy.
   
Made in gb
Longtime Dakkanaut




West Midlands (UK)


Agility (Ag). The Agility stat is a measure of an individual’s ability to traverse terrain, climb, and bounce about in an athletic fashion. It is used mostly for movement tests in demanding situations. It is used by some individuals with special skills for close combat.

Initiative (Init). The initiative stat is a measure of alertness and speed of reactions, and as such it is the key value that we test against when a unit reacts to an enemy’s action. Troops with high values will be more easily able to return enemy fire or go to ground quickly when shot at.


I know they are not exactly the same, but it feels like some overlap/redundancy here for a full wargame-scale miniatures game (as opposed to a RPG or something more Necromunda-style" in scope).

Is there going to be significant amounts of units that pivot on high agility and low initiative (or vice versa)?




Technology (Tech). This value is a measure of an individual’s technical skills – which may be innate or which may result from belonging to an IMTel Shard. This skill is used as a measure and test when it comes to operating some technological devices including some kinds of weapons.

Compute (Com). This stat is a measure of an individual’s facility with logical calculation, and it is far more important for machine intelligences than for living creatures. Although it is occasionally used where a test of pure intelligence is called for, the principle use is for WarDrones and other kinds of sentient machines, where compute is generally used instead of courage.



Same. Seems like 'Compute' could be handled well through Tech (and Courage for Drones).

This message was edited 1 time. Last update was at 2013/01/16 09:48:27


   
Made in ie
Calculating Commissar




Frostgrave

I think using difference sized dice for different things is a pretty good idea, much more versatile than just using D6, where a single point difference means a 15% change in probability.

D10's are probably easier to use for most things, equation better to percentages.

But there's maybe too many in use: D3,4,5,6,8,10,12 are mentioned, and that might overcomplicate things.

This message was edited 1 time. Last update was at 2013/01/16 10:00:31


 
   
Made in de
Trustworthy Shas'vre





Augsburg/Germany

@Zweischneid

Nope both values are needed.

Agility touches more the bodily reaction while initiative touches the mental reaction. Depending on the situation those can be two very different things. And what I know from the game there will be situations where you will need to test the one or the other to achive different things.

Same goes for Tech and Compute. Tech is more for working with the hardware and compute for the software section of technologs. A good mechanic/egineer might not be that good a hacker.

André Winter
L'Art Noir - Game Design and Translation Studio 
   
Made in jp
[DCM]
Incorporating Wet-Blending





Japan

Herzlos wrote:
I think using difference sized dice for different things is a pretty good idea, much more versatile than just using D6, where a single point difference means a 15% change in probability.

D10's are probably easier to use for most things, equation better to percentages.

But there's maybe too many in use: D3,4,5,6,8,10,12 are mentioned, and that might overcomplicate things.



That doesn't sound much worse than 40Kv2.

Now showing skeletons for Mantic's Dungeon Saga!

Painting total as of 12 July 2025: 88 plus a Deva King statue

Painting total as of 12/31/2024: 107 plus a set of modular spaceship terrain and two walkers and a quad mech and five giants



 
   
Made in de
Trustworthy Shas'vre





Augsburg/Germany

Read and you will understand (It´s even in the text posted above):

The Dx are only needed for certain template weapons and special effects and except for the D12 you can substitute them with your D6 and D10 by just re-rolling the numbers going above the dice-value.

And since it is for template weapons normally 1-2 dice of each should suffice if you really need the real McCoy and you will not roll them that often.

Also this is still zeta test phase and dice that are nott needed can be phased out during testing process.
As is often the case.


André Winter
L'Art Noir - Game Design and Translation Studio 
   
Made in gb
Longtime Dakkanaut




West Midlands (UK)

 Duncan_Idaho wrote:
@Zweischneid

Nope both values are needed.

Agility touches more the bodily reaction while initiative touches the mental reaction. Depending on the situation those can be two very different things. And what I know from the game there will be situations where you will need to test the one or the other to achive different things.

Same goes for Tech and Compute. Tech is more for working with the hardware and compute for the software section of technologs. A good mechanic/egineer might not be that good a hacker.


I know they represent different things.

But for a game (!), it raises the question of how much abstraction is needed (or too much). To go to the extreme other end, a full-fledged roleplaying game would clearly have those (and more, say, breaking down tech even further to different technologies, software-suits, technology-types like military, civilian, etc..).

But is this level of verisimilitude needed for a wargame, or will it bog down gameplay in overcomplication.

One can make the case that - on this scale - an abstraction that simply equates .. say.. agility and initiative into one stat could speed things up. A being that is mentally fast, but lacks the bodily agility to act on it is just as slow as a being with great physical agility, but a slow mind that registers things only in its own time. The odd exception could well be covered by a special rule, etc.. .

I can see why someone would split these skills/stats. I could even see, in a different scenario, splitting them up even further into even more stats/skills.

But for the type of game-play they envision, it strikes me (personally) as redundant.

This message was edited 3 times. Last update was at 2013/01/16 10:44:43


   
Made in gb
Regular Dakkanaut




With all the talk of them asking for a lot up front and not having many stretch goals – I think what we may be seeing is a difference of approach between UK and US attitudes to Kickstarter.

Granted I only have 4 to go on (2 UK and 2 US) but my experience has been that the UK kickstarters have priced themselves at an initial level that will allow them to do everything they wish to do, while US kickstarters tend to price themselves at a level where they can at least release a “minimum required” and then release anything extra as stretch goal. I’m not saying one method is better than the other – just a cultural difference that results in a different approach. I will say, from my not very scientific example of 1 (i.e. me) I prefer the UK approach, it means that I know up front what I would be pledging for and can take a little time to decide what I want and then pledge to that level and “forget” about it (i.e. I don’t have to be watching 2/3 times a day to see what else they will be adding and then making a rush decision in the last hour as to weather my pledge is worth it or not), whilst (again going only on what I see on forums) people in the US prefer the excitement of seeing what next can be unlocked and it’s almost a form of entertainment – obviously on this one I only know how much of something I’ll get, and not what it will actually look like which means I’m not prepared to spend as much as I would if I had seen the miniatures and liked them, but I can make a judge on the cost of each individual miniature and what I know to the skill/style of the sculptors.

So, whilst the £300k may seem like a lot, I actually think that any new wargame is looking for a similar amount, but the US puts their initial “bid” lower and if they don’t unlock stretch goals would then do something like release with only 1 unit for each army – or a few units but only for 1 army, whilst the UK goes “we need this to make enough for everything”. Again, I’m not saying one method is better than the other – this is just what I have seen.

Personally I’m in at the feeder level on this – The gameplay video looks ok, but I’m not sure about the whole “realtime world” thing, if I wanted that I’d play video games, a lot will depend on the implementation. Then again I am presuming that that side is optional. Whilst I have not seen the miniatures yet I have a great respect for the sculptors they have that makes me believe that they will release something I like the look of (in much the same way that I will go see any film with Kevin Spacey in, because I trust him to only be in films I will enjoy)

There is of cause a cynical side of me that says that maybe they actually want the KS to fail, this may sound odd but hear me out. KS is at the moment quite a big thing in the miniature world, a lot of new games are getting launched by it and everyone is talking about the “new KS”. Is there a better way at the moment to get your game talked about? As far as I’m aware you only pay KS money if your project actually gets funded – so if the project isn’t funded you actually just had a bunch of free advertising which, if you can then pull the money to do the project from elsewhere, is not a bad thing at all. Even if the project doesn’t get funded BtGoA has now got a group of people actively using their forum and helping them drive the direction of the game, so if they can get funding elsewhere they will have the best of both worlds. The more rational side of me says that thats silly – but there is a little voice in the back of my head asking the question.
   
Made in de
Trustworthy Shas'vre





Augsburg/Germany

And where would they get that funding with the banks burning through billions of dollars?

@Zweischneid

It might seem complicated, but once you´ve played it it gets second nature quite qickly. I consider 40K stats to be more complicated to read than GoA stats.

You can only mash them together in one stat in 40K cause it is scifantasy, with pure scifi it makes sense and avoids having to introduce later a lot of extra rules like 40k did.

André Winter
L'Art Noir - Game Design and Translation Studio 
   
Made in gb
Regular Dakkanaut




Aberdeen Scotland

Stranger83 wrote:

There is of cause a cynical side of me that says that maybe they actually want the KS to fail, this may sound odd but hear me out. KS is at the moment quite a big thing in the miniature world, a lot of new games are getting launched by it and everyone is talking about the “new KS”. Is there a better way at the moment to get your game talked about? As far as I’m aware you only pay KS money if your project actually gets funded – so if the project isn’t funded you actually just had a bunch of free advertising which, if you can then pull the money to do the project from elsewhere, is not a bad thing at all. Even if the project doesn’t get funded BtGoA has now got a group of people actively using their forum and helping them drive the direction of the game, so if they can get funding elsewhere they will have the best of both worlds. The more rational side of me says that thats silly – but there is a little voice in the back of my head asking the question.


This isnt as silly as it sounds, though i doubt very much this is actually going on, but i do wonder why there was so little concept art about to give a better ide for the background of the universe etc. It always makes folks uneasy handing out cash without seeing goods, but if they dont reach the goal, then no money is taken.

Having pledged £190 level i would like to see it work, but we will see.

 
   
Made in gb
Longtime Dakkanaut




West Midlands (UK)

Stranger83 wrote:


There is of cause a cynical side of me that says that maybe they actually want the KS to fail, this may sound odd but hear me out. KS is at the moment quite a big thing in the miniature world, a lot of new games are getting launched by it and everyone is talking about the “new KS”. Is there a better way at the moment to get your game talked about? As far as I’m aware you only pay KS money if your project actually gets funded – so if the project isn’t funded you actually just had a bunch of free advertising which, if you can then pull the money to do the project from elsewhere, is not a bad thing at all. Even if the project doesn’t get funded BtGoA has now got a group of people actively using their forum and helping them drive the direction of the game, so if they can get funding elsewhere they will have the best of both worlds. The more rational side of me says that thats silly – but there is a little voice in the back of my head asking the question.


I doubt that.

1) Kickstarter fees aren't that different from banking fees/interests (especially of the UK kind) for the entire year. Much less the demands for equity of angel investors, etc.. .
2) People will be far more invested in playtesting if they have money "in the game" already.
3) The very reputation of KS-failure, especially one tied to the "celebrity-name" of Rick Priestley carries costs too. If you are "the game that failed" (see Ex Illis), it's that much harder to claw your way back. The "Ever wanted to help design and create a new science fiction wargame universe with Rick Priestley? Well now you can." tagline is a one-shot weapon.

This message was edited 2 times. Last update was at 2013/01/16 11:38:06


   
Made in us
Stabbin' Skarboy



Dirty Jersey

didn't Rick say that GoA is also a universe and that he picked the d10 because it could easily be turned to a d100? I bring this up because i remember also saying that he wanted to bring the level of the game from 30-50 miniatures to a handful for a skirmish/rpg setting essentially using the same "stats".

Also seems on par with the amount of stats to remember as most other games so it isn't a big leap of faith to remember a few..

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Made in gb
Long-Range Land Speeder Pilot






Loving the progress on the sculpt!
   
Made in us
[DCM]
.







Looks like they're really going to need to get a bit more specific and start showing things as well as perhaps adding more 'value', as they've dropped below a projected success now:



   
Made in gb
Regular Dakkanaut




 Zweischneid wrote:
Stranger83 wrote:


There is of cause a cynical side of me that says that maybe they actually want the KS to fail, this may sound odd but hear me out. KS is at the moment quite a big thing in the miniature world, a lot of new games are getting launched by it and everyone is talking about the “new KS”. Is there a better way at the moment to get your game talked about? As far as I’m aware you only pay KS money if your project actually gets funded – so if the project isn’t funded you actually just had a bunch of free advertising which, if you can then pull the money to do the project from elsewhere, is not a bad thing at all. Even if the project doesn’t get funded BtGoA has now got a group of people actively using their forum and helping them drive the direction of the game, so if they can get funding elsewhere they will have the best of both worlds. The more rational side of me says that thats silly – but there is a little voice in the back of my head asking the question.


I doubt that.

1) Kickstarter fees aren't that different from banking fees/interests (especially of the UK kind) for the entire year. Much less the demands for equity of angel investors, etc.. .
2) People will be far more invested in playtesting if they have money "in the game" already.
3) The very reputation of KS-failure, especially one tied to the "celebrity-name" of Rick Priestley carries costs too. If you are "the game that failed" (see Ex Illis), it's that much harder to claw your way back. The "Ever wanted to help design and create a new science fiction wargame universe with Rick Priestley? Well now you can." tagline is a one-shot weapon.



Whilst I agree with point 1&2 (and actually I don’t really think they want the KS to fail, it’s just an idle question in the back of my head they they “could” want it to fail and are just using it as free advertising) I have to question point 3 – do we really know that a failed kickstarter would put people off the project? If, after the kickstarter they announced on their forums (which now have a reasonably large following to say that the game isn’t out yet)say that they intend to push ahead with the project but only release 2 armies now with other coming in the future due to cost issues, would that really put the people who are there voicing their opinion off the game? Especially when they could be seen as “following the community lead” and release the 2 factions that are most popular from the forum members. I guess what I’m saying is it’s too early in the life of KS (it has only really taken off this year afterall) to know what the true effect of a failed KS is, “Is it better to KS and fail than to have never KS at all?”

Of cause, thats all idle thought, I don’t think for a minute that they actually want the KS to fail.
   
Made in us
Hellacious Havoc




As far to the east you can get without being in Canada.

Where is the money coming from to release the two factions? There are no sketches, no greens, no concept art because of lack of funding. That's what the Kickstarter is for, funding the project.
   
Made in us
Fixture of Dakka






Akron, OH

 JudgeShamgar wrote:
Where is the money coming from to release the two factions? There are no sketches, no greens, no concept art because of lack of funding. That's what the Kickstarter is for, funding the project.


Its really not hard to get a few sketches done, and a green or two.

-Emily Whitehouse| On The Lamb Games
 
   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

Herzlos wrote:
I think using difference sized dice for different things is a pretty good idea, much more versatile than just using D6, where a single point difference means a 15% change in probability.

D10's are probably easier to use for most things, equation better to percentages.

But there's maybe too many in use: D3,4,5,6,8,10,12 are mentioned, and that might overcomplicate things.



Oh, I disagree... if it's anything like Stargrunt's sliding dice scale, that's a brilliant mechanic. Doesn't really slow anything down... you wind up eliminating multiple dice rolls and dice checks and such in favor of one or two sliding scale dice scale rolls.

"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in gb
Longtime Dakkanaut




West Midlands (UK)

 JudgeShamgar wrote:
Where is the money coming from to release the two factions? There are no sketches, no greens, no concept art because of lack of funding. That's what the Kickstarter is for, funding the project.


/shrug

Where did Mantic Games start to get funding for making concepts (and actual miniatures) for their Warpath sci-fi game, as well as community-beta-testing their Warpath rules for the better part of 2 years now? (Warpath 2.0 Beta Test Feedback Forum)

Where did "no-prior-connection-to-any-major-game-company" guys like Thon the Game get their funds? (as well as also running an extensive pre-Kickstarter beta development on their rules).

Where did (also ex-GW) Mike McVey start building his alternative sci-fi wargaming universe (wisely going from the "small" game to the increasingly larger one, rather than jumping straight into the deep end)?

Where did British companies for sci-fi miniature games actually get funds to start up without Kickstarter at all, like Drop Zone Commander. Headed by a guy not even half the age of Rick Priestely I might add.

And if you are truly so desperate for half a million dollars of Kickstarter, why didn't they use a CMON-style formula that we all know works!!!??

Seriously, isn't that the best thing about Kickstarter from an entrepreneurs perspective? It's fairly formulaic. E.g. it's a rote-system that is (relatively) easy to replicate for getting the money. It's not rocket-science! Why don't you do it than?

This message was edited 6 times. Last update was at 2013/01/16 15:58:37


   
Made in us
Hellacious Havoc




As far to the east you can get without being in Canada.

Uhhh.... That was kind of my point. Lets looks at Farpoint Games.

http://farpointgames.com/

New company with no rules yet, but some nicely painted models, and some photoshopped pictures. Interested? Sure. They look good and unique for a futuristic solder kind of unit.

BGoA has none of this. They have admitted they haven't been paid for the work they have done on the project. I can only guess the lack of images and sculpts are from lack of funding.

And yeah...Why don't they do it? The formula is out there for everyone to see. Why can't they?

   
Made in de
Trustworthy Shas'vre





Augsburg/Germany

And you still can end belly up when you do have a lot of PR. Just take DZC, in Germany the game is more or less allready dead. And I doubt that without huge changes regarding their prices they will get a second chance over here.

GoA-KS does need to improve in some areas, there is no discussing it. But the project is much more sound than some of the really hyped games from 2012 which never were able to really get a grip after the hype.

This message was edited 2 times. Last update was at 2013/01/16 16:14:14


André Winter
L'Art Noir - Game Design and Translation Studio 
   
Made in gb
Longtime Dakkanaut




West Midlands (UK)

 Duncan_Idaho wrote:

GoA-KS does need to improve in some areas, there is no discussing it. But the project is much more sound than some of the really hyped games from 2012 which never were able to really get a grip after the hype.


Duncan

You're a truly steadfast fan of GoA. I admire that. GoA needs people like you and it needs more people like you.

More importantly however, GoA needs to get in over GBP 5.000,- every single day for the next 43 days to "just scrape in" a success.

- GBP 5.000,- a day!

- Every day!

- For 43 Days!

- Absolute Minimum!

Currently it is making a few hundred a day at best. And every "sub-par" day, the benchmark rises



Therefore, it doesn't need to "improve in some areas". It needs an all-out, no-holds, no-mercy turnaround that burns all bridges to the last two weeks. And it needs it now.

   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

Yes it has dropped pretty badly recently - I usually enjoy refreshing the KS page for this kind of thing (I'm really sad like that ) but its made depressing viewing the past few days.

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
Made in us
Unhealthy Competition With Other Legions





Washington

I am actually very close to pulling my pledge. As much faith as I had in Rick, I just do not see this game heading in a direction that really grabs me.

True race concept arts and more gameplay videos can easily change this but at the rate information and content updates is coming out is just too slow.
   
 
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