Starship Troopers Evolution

There are some neat things they could do with this game.

1. Take advantage of the already existing miniatures base.
There was an SST game once upon a time. I haven't seen any releases for it in almost a year(OK it's been only 8 months since the Skinnie Speeders came out, the last original model released I believe. The special and heavy weapons and exosuit officers were just repacks of older models and offered nothing new). Releasing a ruleset and stats for those miniatures would let you springboard off of an existing customer base.

2. Take advantage of the internet
Providing stats over the internet allows the stats to be updated easily. If a unit or army is overpowered or underpowered, upload the new stats. Units can be updated monthly. Also, you shouldn't need to spend 8 months playtesting units. Further, you can use the internet to establish a cadre of out-of-house playtesters. These playtesters could give battle reports, word-on-the-street reporting etc.

3. Get rid of the air rules
If I wanted to play a game in a game, I'd play that game. Several other games successfully integrate air support and anti-air response in a less clunky way. Air support should be just that, support. SST is not a scale for fixed wing space jets to be flying overhead.

What I wouldn't do...
1. Delay a release based on the lack of miniatures when there is an already existing miniatures base.

2. Put all my eggs in 1 basket.
Are prepainted miniatures an evolution or a mutation? Can't tell yet. Seems like a safer idea would be to completely test the waters with BF:E before diving head long with an already mostly system taking all the players as well as the game system for a risky ride. Why not offer prepaints as an option? Maybe choose 1 or 2 armies, LAMI and/or Bugs as prepaints. If they work out, go on to the other armies. If they don't sell, ditch em, you still have the rest of the game system running.

3. Keep the air rules.
I guess you can tell I am not a big fan of the game within a game.
 
I would like to see a change to eliminate the 'game within a game' aspect of the air rules. Some change to make them go just during your turn. No separate air phase. I must be too simple to grasp it from my few games.

Maybe keep 2 airspeeds, VSTOL and Loiter. Make them a special move, like jumping or climbing. You move and shoot etc like a hover, just with the movement restrictions like in the current rules.

Things that cruise make strikes like off-board artillery(borrowing from the BFEvo advanced rulebook.) Anti air reacts at them(kind of like FoW).

Burn speed is not so much a speed as an effect, you would either burn in(like a missile) or burn out(like an escaping Tac Fighter). These moves just take you on board or into the board.

Just thinking as I type.

Currently, I'm not sure the air speeds work out to something reasonable at the scale. Assuming an LAMI can obtain a speed of an olympic sprinter(10s to cover 100m, 22.5mph, 36kph), a full burn fastest speed moving 120"(12 times faster) in a full turn comes out to 270 mph(~432 kph). Moving at the slowest cruise is 90mph(144 kph). I think this is slower than the dry stall speed of an F22. Just over the dry stall speed of an A10 (from google searches). At minimal cruise speed, you can make a figure 8 over a 4' by 8' table(a 200' by 400' box at scale). Works for me for UAVs, but not Tac fighters.
 
darklord4 said:
Assuming an LAMI can obtain a speed of an olympic sprinter(10s to cover 100m, 22.5mph, 36kph)

Then again who says they are sprinting at full speed there...

It's an abstraction anyway. Not simulation.
 
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