The end of this video, is why this company makes such great games. I found out about you guys, through the fantasy terrain. Then got hooked on core space. What makes you guys great is that you're gamers making games for gamers. But the fact that you're so transparent in your design process and willing to hear other ideas is such an amazing thing. Please don't ever change, no matter how big you get. The gaming industry needs more companies like you.
The ship cargo area's should hold 3d crates and containers that sit on the ship dashboard. Your crew return to the ship and drop off the items and fill the storage crates while using storage rules. The crates and containers could be bought from traders.Some with security locks to prevent theft in ports. If you could pay for warehouse space at a port you could off load those filled crates and replace them with empty cargo crates for the next missions. Giving you better management of your goods. The crew could then do multiple missions without returning to ports to sell goods. This would create opportunities for ship boarding scenario's where your cargo could be stolen. You would just need a ship playmate. I'm waiting for the all in before I back.
One of my favorite parts of any miniatures, board, or computer game is base building so I'm really excited for these ship upgrades. I like that feeling of progression that building a home, base, or fort gives you. I like the idea of somebody on board the ship giving aid to those on the ground. Would love to see some dedicated ports or trade ships you can interact with or even black market stuff to add to the flavor. Maybe black markets could be a risk/reward situation where you can make more money but run the risk of galactic security, rival gangs, or even getting ripped of as possible outcomes.
Maybe the reputation system could come from both sides, eg corp rep increases left to right, while ganger rep increases right to left. When it reaches in the middle, you have to sacrifice one side for the other, reflecting that your crew are now so renown in the area that your finally choosing a side.
Thanks for this! I love all of this. Maybe come up for rules for Rogue Purge. I would like to see what kind of things we could build with the different colors.
Each ship may have a bonus skill (lvl 1 scanner), and or a short coming (fuel hog + 2 UA fuel costs). These are punch outs. You can upgrade to reduce your penalty (improved fuel management +1 UA fuel cost, deluxe fuel management +0 UA fuel cost) or master fuel controller -1 UA fuel costs. The bonus skill punch out could be upgraded, or lost for a different bonus skill, or a penalty /reduction degrading the bonus. Perhaps you needed to reduce your ships scanning ability because you need the credits to bail out a crewman.
more and more this game scratch my Firefly itch (the series and the board game). This is the main reason I bought the first game and Im backing the second one. Good Job. Now I just have to convert my Firefly Adventures: Brigands and Browncoats models into the core space crew.
I know it's more of a thematic thing, but it would be great to have an actual interior for the ships, maybe a single tile, where you can move your captain around the ship. To what end? Well (this is just wishful thinking of course) But having the ability to actually interact with your crew through a narrative (ala Mass Effect!) could potentially give you bonuses if the crew are better acquainted and are more friendly with each other. Because I imagine when you hire new members, they might not get along, or it might just be another job to them. So possibly doing personal missions for your member on separate smaller tasks would build their respect of your captain etc. Just an idea! But I'm a sucker for narrative and crew interaction like that haha.
Are there missions to grain positive reputation? That way you can go to the top of the other end and have the bad guys chasing you to add to their reputation. I can see this opening up a lot of area to play in and world building to the game.
The overlay system is great! Seems fun - are the ship rules optional though? It feels like maybe these are extra rules you'd want to add in a few missions into the campaign rather than having to deal with it all on the 1st mission. Also enjoyed the sneak peek at the start before it was elbowed aside.
Maybe the 2nd/3rd mission could be to secure an escape vessel, providing a nice opportunity to introduce the new rules... And of course, they're traders, so the ships can carry cargo & trade it ?
I really like your products. Core Space is a great game. And you are doing great tutorial videos. Everything here smells passion and dedication. But please, stop singing during your videos ! 😜 Just kidding of course. Keep bringing great products !
That's stumped me, maybe it's a throwing dagger rather than an arrow? Have you taken a look at the Core Space equipment reference app, it's awesome? xinix.github.io/core-space/
A single crew man should be able to carry a small chest but move at half speed and not attack or use skills. 2 crew should be able to carry a large chest. The ships hold should be able to hold much more than is available.
Very smart adding ship dashboards and utility dashboards only for one player, so that we have to pay for expensive addons to play the game with more players.
The end of this video, is why this company makes such great games. I found out about you guys, through the fantasy terrain. Then got hooked on core space. What makes you guys great is that you're gamers making games for gamers. But the fact that you're so transparent in your design process and willing to hear other ideas is such an amazing thing. Please don't ever change, no matter how big you get. The gaming industry needs more companies like you.
The ship cargo area's should hold 3d crates and containers that sit on the ship dashboard. Your crew return to the ship and drop off the items and fill the storage crates while using storage rules.
The crates and containers could be bought from traders.Some with security locks to prevent theft in ports.
If you could pay for warehouse space at a port you could off load those filled crates and replace them with empty cargo crates for the next missions.
Giving you better management of your goods.
The crew could then do multiple missions without returning to ports to sell goods.
This would create opportunities for ship boarding scenario's where your cargo could be stolen.
You would just need a ship playmate.
I'm waiting for the all in before I back.
One of my favorite parts of any miniatures, board, or computer game is base building so I'm really excited for these ship upgrades. I like that feeling of progression that building a home, base, or fort gives you. I like the idea of somebody on board the ship giving aid to those on the ground.
Would love to see some dedicated ports or trade ships you can interact with or even black market stuff to add to the flavor. Maybe black markets could be a risk/reward situation where you can make more money but run the risk of galactic security, rival gangs, or even getting ripped of as possible outcomes.
Maybe the reputation system could come from both sides, eg corp rep increases left to right, while ganger rep increases right to left. When it reaches in the middle, you have to sacrifice one side for the other, reflecting that your crew are now so renown in the area that your finally choosing a side.
The inner boy in me wants to play with that shuttle.
Thanks for this! I love all of this. Maybe come up for rules for Rogue Purge. I would like to see what kind of things we could build with the different colors.
Looks incredible
Each ship may have a bonus skill (lvl 1 scanner), and or a short coming (fuel hog + 2 UA fuel costs). These are punch outs. You can upgrade to reduce your penalty (improved fuel management +1 UA fuel cost, deluxe fuel management +0 UA fuel cost) or master fuel controller -1 UA fuel costs. The bonus skill punch out could be upgraded, or lost for a different bonus skill, or a penalty /reduction degrading the bonus. Perhaps you needed to reduce your ships scanning ability because you need the credits to bail out a crewman.
HAHA i love the little sneak peaks you got goin on at the start of these! cant wait to see more!
more and more this game scratch my Firefly itch (the series and the board game). This is the main reason I bought the first game and Im backing the second one. Good Job. Now I just have to convert my Firefly Adventures: Brigands and Browncoats models into the core space crew.
I`ve painted them, now to decide what role they fit.
I know it's more of a thematic thing, but it would be great to have an actual interior for the ships, maybe a single tile, where you can move your captain around the ship.
To what end? Well (this is just wishful thinking of course) But having the ability to actually interact with your crew through a narrative (ala Mass Effect!) could potentially give you bonuses if the crew are better acquainted and are more friendly with each other. Because I imagine when you hire new members, they might not get along, or it might just be another job to them. So possibly doing personal missions for your member on separate smaller tasks would build their respect of your captain etc.
Just an idea! But I'm a sucker for narrative and crew interaction like that haha.
Are there missions to grain positive reputation? That way you can go to the top of the other end and have the bad guys chasing you to add to their reputation. I can see this opening up a lot of area to play in and world building to the game.
The overlay system is great! Seems fun - are the ship rules optional though? It feels like maybe these are extra rules you'd want to add in a few missions into the campaign rather than having to deal with it all on the 1st mission.
Also enjoyed the sneak peek at the start before it was elbowed aside.
Maybe the 2nd/3rd mission could be to secure an escape vessel, providing a nice opportunity to introduce the new rules...
And of course, they're traders, so the ships can carry cargo & trade it ?
Is there going to be new ships? Or bigger ships? I'd like to see some new ships just like you have different crews.
haha nice, assuming that was a little sneaky look at one of the Trading Post buildings? ;)
I really like your products. Core Space is a great game. And you are doing great tutorial videos. Everything here smells passion and dedication. But please, stop singing during your videos ! 😜 Just kidding of course. Keep bringing great products !
You should try being in the studio with Colin all day!
Weapons and a way to raid other ships
Please what are the nano-tokens with no name or description but only an arrow ? Nano fuel ou another ?
That's stumped me, maybe it's a throwing dagger rather than an arrow? Have you taken a look at the Core Space equipment reference app, it's awesome? xinix.github.io/core-space/
@@BattlesystemsThank you so much :) I didn't find it in the app, but I found it in the Core Space FAQ 1.3, it's a "Signal relay" in fact :)
Oh, that! Glad I could help :) @@kervala
A single crew man should be able to carry a small chest but move at half speed and not attack or use skills. 2 crew should be able to carry a large chest. The ships hold should be able to hold much more than is available.
Very smart adding ship dashboards and utility dashboards only for one player, so that we have to pay for expensive addons to play the game with more players.
the add on cost 9 pounds for utility and 10 for the ship, its nothing if you look at all the stuff in there