Full Thrust Java test list -- October 2005

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Re: FTJava Campaign announcement



Yeah, No collision rules yet, though.

Another potential mod is to have ships take damage per turn if they  
go above a certain speed, but that's also not in FTJ.

Once the player list settles (We're now at 7 (!) ), we can put speed  
limits to a vote.

On Oct 7, 2005, at 10:46 AM, Brendan Robertson wrote:

> Not a big deal in cinematic.  With MD4, you're back every 6 turns;  
> 4 turns
> with MD6 (or twice that with Kra'vak).
> Now if there were asteroids to hit...
>
> Brendan
> 'Neath Southern Skies
> http://home.pacific.net.au/~southernskies/
>
>
>> -----Original Message-----
>> From: Noam Izenberg [mailto:noam.izenberg@xxxxxxxxxx]
>> Sent: Saturday, 8 October 2005 12:34 AM
>> To: ftjava-test@xxxxxxxxxxxxx
>> Subject: Re: FTJava Campaign announcement
>>
>>
>>
>>>
>>> On Oct 7, 2005, at 10:26 AM, Brendan Robertson wrote:
>>>
>>> Only suggestion is a max velocity of around 32-40, otherwise ships
>>> will be
>>> flying faster than the sensors (meaning fractional/c strikes on
>>> bases).
>>> Can't remember if that is available as a game setting.
>>>
>>
>> I'm not sure that's possible, but can check with Jon.
>>
>> On the other hand...
>> - Flying faster than sensors is a dangerous game. You may have
>> scouted the base, but unless you're keeping an eye on it, the
>> opponent probably knows you've seen it and could move to
>> reinforce. A
>> Boom & Zoom might be in for a nasty surprise...
>> - The attacking fleet has to find out where the base is.
>> - A ship (or fleet) going that fast will take some time to speed up
>> and slow down, putting it out of other action for some time around
>> its strike.
>>
>>
>>
>> Mean Bronze Rig    (Noam R. Izenberg,  10-4)
>>
>>
>>
>>
>
>
>
>

---

"It is amazing what you can accomplish if you do not care who gets  
the credit." -- Harry S. Truman








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