Well, it’s been about a week since the prototype rules came out. Ben is enjoying a nice Vacation with his wife in Japan. I’ve taken a little time to myself to unwind from the push we had to get the prototype rules out on schedule. Now, let’s look at the future plans for the game.
Right now, most of the core systems, we feel, are working very well. While there may be some minor tweaks here and there, the main system will (probably) remain largely untouched. Having said that, I’m sure Ben will return brimming with new ideas and a massive overhaul.
The things we need to work on are:
Strike Craft rules: Right now we’re talking about how these work, and how they should work, as well as the potential for Manned Strike craft, how to differentiate them from drones, without too many extra mechanics. Also, bay-launched ordinance.
Extra/Special Crew: The crew in Silent Fury has a great amount of potential. We’re kicking around the idea of heroes, as well as lucky breaks that may create heroes on the ship.
Scenarios: More scenarios are always better, letting people choose the game they want to play, as well as creating interesting situations to place people in.
Ships: Creating a decent stock of ships of all sizes, to make it easier for people to quickly create their own scenarios on the fly.
Ship Creation & Customization Rules: We’ve got some basic in-house guidelines we use for creating ships. However, there is great potential here if we can get some easy-to-understand ship creation rules in print, allowing people to build ship sheets for the fleets they already own, no matter the source.
The first run of these rules will pretty much be a formalizing of the existing guidelines. Future editions may also add some sort of points-based creation to the mix as well.
On this note, my personal pipe dream/long range goals is to create a simple piece of software to enable people to quickly and easily create and print ships on the fly.
Weapons Testing: There are a lot of weapons that we’ve come up with that have yet to actually be tested in any scenarios. We want to make sure that they all work well, and that they all have a role to play.
Playtesting: there’s always more playtesting to do, and with the rules out in the wild now, we look forward to hearing all sorts of feedback from our readers and player. Let us know what you think, let us know what you love, what you hate, what confused you, any sorts of tricks you’ve come up with to make the game flow faster. This is where we get our most valuable feedback for the game.