Game Mechanics #2 – Initiative

Hello again! Recently we talked about stat card and it's components. This time we want to show you a bit different way of looking at initiative, at least in comparison to other wargames. DESIGNER NOTES When we started our adventure with Stratoyager, we were very "traditional" about initiative. You know - I move, you move, I move, you move. Then you shoot, I shoot. Etc. And some more or less random way of determining who goes first. We also added some form of orders phase at the begining of each turn, just to be even more traditional and emulate "simultaneous" actions with "no backsies" policy. Then  we started play test games. (more…)...
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Game Mechanics #1 – Stat Cards

Today we are going to take a closer look at stratoyager's stats card, used in the game. Each fighter miniature on the table have one of those assigned to track status changes, damage, current shields power, speed and changes in missile payload. They are also helpful as a quick refference for combat. Cards will be made in format and quality of gaming cards, although we are also considering carboard tiles. Below you can see mockup of a page describing stats card. Let's take a look: Let's discuss them in detail, starting from the top: MODEL AND VARIANT - Not much can be added here. This area provides model of chosen yager, as well as it's variant designation. Each fighter will have 2 or more cofigurations available, there are going to be special and unique flyers with own stats. Example: Our sample stratoyager's type designation is Guardian 150, in E configuration.  IMAGE RECOGNITION DISPLAY - this part gives us image of the fighter. Mostly for ease of play. UPGRADES...
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Field Test Report – Battle of the Rock

Field Test Report – Battle of the Rock

Today is the time for a sample report on the test battle in the final version of  Stratoyager. The battle has recently been carried out by 3D Department composed of: Ciepły and Production Department composed of me, Zigzak. Ciepły took over command of the Fleet of the Federated Systems, and I took on a mixed formation consisting of Fowlers and their human allies. The purpose of the battle was to test a new set of rules of movement and initiative, but as it usually does,  plenty of other ideas, suggestions and doubts came up. For example, as you can see later, it turned out that powerful Fowler fighters were not at all powerful, and had to be tweaked immediately after the game. The rules of the battle itself were of typical grinder: shoot down as many enemy machines as you can and not get killed. For some maneuvering we put two asteroids close to the center of the game board. The game was played...
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Vulture Mk II – first prototypes

Vulture Mk II – first prototypes

Today some photos of the first prototype Vulture Mk II fighters. This is not yet the target product, the fighters in this technique still require dremmel processing, but for now we are experimenting with different techniques. There have also been several drawbacks to the model, which will require a re-design of several components. We are also looking for people who would like to collaborate on modeling more fighters to Stratoyager. If you know such people, or would like to try your own, please let us know through the contact form at the top of the page, preferably with a link to your portfolio. And below the Vulture pics in two scales - 12 cm and 5 cm. We will post some pics of finished, painted models. ...
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Stand prototypes for stratoyagers

Stand prototypes for stratoyagers

Today a small entry on the R&D of our research team. On Monday we got to the first prototype base for stratoyagers that will be used in the game. You can read them below. What you see mounted on the stand is a Vulture Mk II cardboard mockup, because we still waitnig for three-dimensional models. For now we use these mock-ups (we are really sad that we do not have real 'yager figurines yet) to fine-tune the details of the mechanics and calibrate the capabilities of the machines. For mechanical reasons, we struggled with several different concept shapes of the stand. There were oval, circular, square, eight- and twelve-walled cones, and some others, quite bizarre in shape. Ultimately, however, the hexagonal stand won. It is best to go with the mechanics that we want to capture in the game. We have designed three stands of different height to make the fighters look more picturesque on the table. The stands will be redesigned to better...
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