Dark Space Corp. - Beyond the Gates of Antares [Kickstarter]

Dark Space Corporation

Link:
http://www.darkspacecorp.com/

Inhalt:
Figuren (SF) & Regelwerk (Beyond the gates of Antares)

Maßstab:
28mm

Land:
Großbritannien

Reviews zu diesem Hersteller

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Beispielbilder:


Rick Priestley arbeitet an einem neuen ScienceFiction-Setting für ein Tapletopspiel und der Kickstarter ist heute online gegangen.

http://www.kickstarter.com/projects/2037958218/beyond-the-gates-of-antares



Von der Homepage:

Game Designers

  • Rick Priestley – This guy you probably know already, but just in case click here
  • YOU!
Modellers

  • Kev White is an acclaimed and hugely talented sculptor who we’re thrilled to bits to have on-board! You can see some of his work here
  • Bob Naismith is a multi-talented sculptor who created Game Workshop’s Space Marines! He has his own site here
  • Tim Prow is a brilliant modeller who is behind many of the top designs in the world of collectable miniatures and wargames as well as work for TV and films. Check out his website here
  • YOU!
Artists

  • Opus Artz - We’re very proud to say that the staggeringly talented team at Opus are with us
  • Golum Painting Studios - Manchester based painters extraordinaire
  • Karol Rudyk – Slayer Sword winner Karol is with us, we’ll be showcasing some of his work very soon
  • Bruno Lavallée – Slayer Sword winner Bruno is also with us and we can’t wait to show you some of his work either!
  • YOU!

Zwar bin ich noch nicht wirklich dazu gekommen mir Alles durchzulesen, aber ich bin mal sehr gespannt wie sich das entwickelt.

Was meint ihr?

EDIT:

Artikel/News von "Brückenkopf": http://www.brueckenkopf-online.com/?p=72255

 
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Das die schon 17k Pfund haben wundert mich schon. Sie können nichts vorweisen, haben keine WIP Minis, keine Erklärung wie der Hintergrund von dem Universum oder Regeln aussehen sollen und kaum aussagekräftige Artworks. Das einzige was sie vorzeigen können sind ein paar Namen von Künstlern die sie vermutlich für das Projekt geworben haben und diese ständige Betonung wie wichtig WIR doch sind.
Als ob Fanboybildung an sich nicht schon schlimm genug ist, aber diese penetrante „Hey, wir sind doch voll dicke Freunde“ Masche zielt doch schon von Anfang an auf dieses Verhalten ab. Vielleicht bin ich da die falsche Zielgruppe, aber mir sind Versprechungen wie wichtig doch meine Meinung sei ziemlich schnuppe und ich hätte lieber etwas mehr Material um zu urteilen ob ich das Projekt unterstützen will oder nicht.
 
Das die schon 17k Pfund haben wundert mich schon. Sie können nichts vorweisen, haben keine WIP Minis, keine Erklärung wie der Hintergrund von dem Universum oder Regeln aussehen sollen und kaum aussagekräftige Artworks. Das einzige was sie vorzeigen können sind ein paar Namen von Künstlern die sie vermutlich für das Projekt geworben haben und diese ständige Betonung wie wichtig WIR doch sind.
Als ob Fanboybildung an sich nicht schon schlimm genug ist, aber diese penetrante „Hey, wir sind doch voll dicke Freunde“ Masche zielt doch schon von Anfang an auf dieses Verhalten ab. Vielleicht bin ich da die falsche Zielgruppe, aber mir sind Versprechungen wie wichtig doch meine Meinung sei ziemlich schnuppe und ich hätte lieber etwas mehr Material um zu urteilen ob ich das Projekt unterstützen will oder nicht.

Yep,

was mir auch auffällt, das damit geworben wird: "Hey, das ist der Typ der W40K und Warhammer (mit)erfunden hat." Wen interessierts...mich interessiert nur handfestes.^^ Naja, der Kickstarter ist noch jung und mal sehen, was sich noch ergibt! Positiv denken!!! 😀

Anscheinend ist noch nichts "richtig" fertig, aber es sind Sculpts und Designs in verschiedenen Phasen vorhanden:

5a35beef2a67b78595d830e81ee18f11_large.png

Quelle: http://www.kickstarter.com/projects/2037958218/beyond-the-gates-of-antares
 
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Liegt wohl daran, das Rick seit 30 Jahren gute Regeln schreibt und der Rest auch einen guten Ruf haben.

Und das hier ist kein Preorder wie viele andere Kickstarter sondern wirklich ein Kickstarter im Sinne des Wortes.

Sie könnten natürlich auch erst mal ein paar Jahre Kröten zusammenkratzen und dann loslegen.

@Omega
Lies dich bitte mal in die Website ein, da stehen eigentlich ausreichend Antworten.
 
Natürlich habe ich die Seite des Kickstarter gelesen, aber das was da steht ist nicht mal ein grobes Konzept sondern nur eine Idee. Sie wollen viel (neue IP, skalierbares System, quasi ständige Kampagne), aber sie schreiben nicht wie sie das schaffen wollen oder über welche Mechaniken. Was ich da leider sehe ist das sie mehr Arbeit in die Aufmachung ihrer Vermarktung gesteckt haben als in das eigentliche Produkt um auch nur irgendetwas präsentieren zu können.


Und dieses ständige YOU YOU YOU ist nichts anderes als eine Marketingmasche. Wenn Facebook, Twitter und Co. uns doch eines sehr deutlich gezeigt haben, dann das jeder seine eigene Meinung als das höchste Gut sieht.
 
Ich sagte Website, nicht Kickstarter-Website: http://www.darkspacecorp.com/

Wieso sollte man alles auf die Kickstarterseite quetschen wenn man es auch übersichtlicher machen kann.

Und das You dreht sich darum, dass der Spieler/Backer mehr in die Entwicklung des Spiels eingebunden wird (Alpha-/Beta-Phase, Kapitelweise Entwicklung des Hintergrunds unter Berücksichtigung der Ergebnisse von Kampagnen., etc.)
 
Die Infos die mich überzeugen sollen gehören auf die Kickstarterseite und nicht sonst wo hin. Ich erwarte da keine Abhandlungen über Regeln/Hintergrund und Co. aber zumindest eine kurze Beschreibung muss da sein und da reicht nicht „Da gibt es Menschen und wilde Menschen und Affenmenschen und Roboter und Aliens und so.“


Und klar weiß ich worauf sie mit dem YOU abzielen, aber seien wir mal ehrlich, das wird nicht passieren. Glaubst du ernsthaft das die Regeln/Minis/Artworks irgendwann zu einem guten Ende kommen wenn (zur Zeit) 153 Leute ihre Meinung zu allem abgeben und die auch noch gelesen und bewertet werden soll?
 
Wenn man sowas intelligent macht und nicht nur die übliche Forenumfrage, dann funktioniert sowas auch. In gewissem Sinne geschieht sowas ja schon bei den TTs die vorher ausgiebige Playtests durchgeführt haben. Hier kann man als Backer (und nur als Backer) auch diesem Playtesting beitreten.

Und sein wir mal ehrlich: Gates of Antares-Kickstarter ist für den etwas fortgeschrittenen Spieler und nicht jene, deren Aufmerksamkeitsspanne nur bis zum TT der Woche reicht. Und diejenigen werden sich schon rundum informieren.
 
Auf jeden Fall ein interessantes Projekt, das ich wohl auf die eine oder andere Art unterstützen werde. Sie hätten noch ein wenig besser vorbereitet starten können (müssen). Klar, läuft die Produktion erst an, wenn die Knete stimmt, aber die Vorstellung von wenigstens fünf bis sechs Miniaturen (Prototypen) wäre eigentlich Pflicht gewesen. Denn das motiviert die potenzieller Backer am meisten, ihr Gebot abzugeben. Das (ehrgeizige) Ziel von 300.000 Pfund werden sie aber wohl erreichen.
 
Übertrag aus dem anderen Thread:


web_logo.jpg


Rick Pristley stellt sein neues SF-Spiel vor und heute Nacht ist der Kickstarter dazu online gegangen:

Website: http://www.darkspacecorp.com
Kickstarter: http://www.kickstarter.com/projects/2037958218/beyond-the-gates-of-antares

Kurz zusammengefasst:

> Skalierbares W10 System dass sich für Skirmish-TT, Mass-TT und RPG skalieren lässt.
> Eher Hard-SF als Space Gothik, weiterentwickelte Menschheit die sich in verschiedene Entwicklungsäste aufgespalten hat, Drohnen, aber auch Aliens.
> Spielerschaft wird an der Entwicklung teilweise beteiligt.
> Events/Kampagnen beeinflussen die Entwicklung des Spiels (also Storyentwicklung, erscheinende Miniaturen/Völker).
> Backer in Alpha- und Beta-Phase involviert. Hardcover-Buch erscheint dann gegen Dezember.
> Sehr gute Modelleure, Maler, Regeldesigner aus der Branche involviert.
> Beim Kickstarter kann man Armeen als Credits wählen, d.h. man kann sich nach dem Ende des Kickstarters seine Armee zusammenstellen wie man will und muss nicht vorgegebene Packs nehmen.

Erstes Goal: 300.000 Pfund
Aktueller Stand: knapp 17.500 Pfund
Verbliebene Tage: 58

Kommende Stretchgoals:

Stretch Goal 1 – We have lift off! - £325,000

Add 10 Credits to Dark Energy
Add 20 Credits to Feeder

Stretch Goal 2 – G-Force Face - £350,000

Add 10 Credits to Dark Energy
Add 20 Credits to Feeder

Zur Zeit ist Feeder einer der besten Deals:

2bdf7de053f4ae4929ee8a5f82faa25b_large.png



This is the first of our Antarean Universe content releases, and first up are the Panhumans, also known as Pans.

Humans spread throughout Antarean space during a past time so ancient that almost nothing of that story is now known. Galactic civilisation has risen and fallen many time in the interim, torn apart by destructive wars, near-obliterated by natural catastrophes, and submerged beneath waves of alien invasion. The current era is the Seventh Age – the Age of the species we know as NuHu – NuHumans. But the NuHu are just one of many millions of different human species that have evolved since the time of pre-spacefaring humans. All of these human species are collectively panhumans. Whilst this means that NuHu and the primitive Revers are also panhumans, the name Panhumans – or just Pans - is most commonly used to describe all those other human descended species. Of course, individual species wouldn't necessarily identify themselves as Pans; they would think of themselves as belonging to a particular world or a particular species of Panhuman, for example the squamous Boramites originally from the Boram Asteroid mines of Gar’Xu, who have now spread throughout many of the mining colonies of the Spill.

Most kinds of Pans are the inhabitants of a specific home world – the world where they originated or a world that they subsequently settled and occupied. Often a species will be adapted to live on that world, able to bear high or low gravity, different atmospheres, extreme temperatures, and dangerous levels of radiation. These adaptations are only partly a result of natural selection. They were mostly initiated by means of transgenic engineering in the distant past, as is evident from the genetic structure of Panhumans today. Pans display a far wider variety of form and adaptations than would be possible with the basic human genome. Some species are undoubtedly the remnants of military experiments to create super-soldiers, though the wars that they were designed to fight are long forgotten. Others may have been engineered to resist radiation or survive in hostile environments far different from those they now inhabit. Many have evolved unexpected traits thanks to instability in their underlying transgenic mutations, creating creatures that are hardly recognisably human at all. Some of these species are mere misshapen brutes, degraded creatures of limited intelligence, the victims of ancient bioengineering projects that ultimately failed.

There are so many different Panhuman species in the Spill that spacecraft, fighting companies, freebooters and most space faring groups typically contain a fair mix. The appearance of space faring humans varies so much that people are accepted for what they are regardless of their appearance. As Antarean space includes a fair number of genuinely alien species, people are used to seeing all kinds of body forms, colours of skin and fur, and varieties of limbs and sensory organs. Some isolate worlds of the ExCon are less tolerant of other Panhuman or alien species. A few, such as the warlike Gwar, are openly antagonistic to all other species, regarding Gwar, the Gwar home world, and Gwar culture as sacred expressions of a cosmic divinity. Such religious or socially driven isolationism is not uncommon in the worlds of the broader Spill, but this kind of extreme parochialism is practically impossible within the Concord or Isorian Shard.

Below you can see some early concepts we've done as we start to explore the various forms Pans can take.

panhuman_pansimina_concepts_01.png


Der Kickstarter hat bereits knapp 40.000 am zweiten Tag erreicht.
 
Details zum eigentlichen Spiel:

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.
 
Lesen hilft, das sind erste Konzepte und je nach Zuspruch kann sich das natürlich auch ändern. Wer mitmacht entscheidet was schließlich erscheint. Wer nur jammert und nicht mitmacht muss damit leben was die anderen entschieden haben.

Ein Blick auf die Balance:

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.

Help us spread the word

We need to make sure everybody knows about us, so we've made some helpful artwork to help spread the word. GoA is all about involving you guys right at the start and our first job is to get us funded! So get creative on it, anything you can think of to spread the word from wandering around your home town with a robot WarDrone suit on (ok, so we haven’t actually made any but a simple cardboard box with the words “I’m a WarDrone – Pledge NOW or my IMTel nano-drones will infect you” will probably work!) to downloading this PDF (http://www.darkspacecorp.com/ks-flyer/), emailing it to your friends and relatives, printing it out and handing it out to literally everyone you come across, you can even get some blue-tak and stick it on the foreheads of shop owners if you like! (apologies if you are actually a shop owner… stick it to a customer’s forehead perhaps? )

Anyway, the point is: If you tell as many people as possible there’s a much better chance of us first: hitting our funding target, and second: hitting some of our stretch goals and ultimately giving you even more cool stuff to play with.
 
Knapp 50000 bis jetzt. Nicht uninteressant, aber ich muss gar nicht groß mitentscheiden, hab eh genug zu tun. ^^ Und es gibt so viele Spiele die schon gut genug sind. Also wenn es taugt, kann man drüber reden. Ich mag aber z.B. die bisherigen Konzeptzeichnungen durchaus. Nur stellt sich mir die Frage, ob die Modelleure das auch umsetzten können und ich bin da skeptisch, so nett Prow, White und Naismith auch arbeiten können, wenn sie mal nen guten Tag haben.
 
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