Re: Changing Die Types
From: BJCantwell@a...
Date: Fri, 29 Aug 1997 02:09:02 -0400
Subject: Re: Changing Die Types
In a message dated 97-08-28 11:46:55 EDT, you write:
> I thought that shifting die types would be more in line with the other
> FMA games, but I couldn't think of a way to incorporate it without
> making it look like a kludge. The reason I wanted to increase the die
> modifiers beyond what they are already is doing space combat set in
the
> Aliens universe. If you've seen the Colonial Marines Handbook you can
> see that space combat in that universe is a lot like modern sub
warfare,
> with stealth and suprise being MUCH more important that it is in the
> standard FT game. With that in mind I wanted to come up with a system
to
> add lock-ons, breaking lock-ons, "spoofing" sensors using ECM and
> decoys, etc. Any ideas any one has would be greatly appreciated.
>
> P.S. I would like to thank everyone on the list for their treatment.
> I've been on some lists that; as soon as I posted anything; there was
an
> immediate reaction of "get this moron out of here!". It is proof of
the
> high quality of people who play GZG games.
>
I wrote a set of FMA rules for Full Thrust a while back (during my
unemployed, plenty of spare time phase :) that handled fire control and
EW
pretty well. I tested them a couple of times and they worked pretty
well,
played pretty quick once you got used to the central concept, and very
even
bloodier than standard FT combat! If I can find the file I can email
you a
copy.
Later
Brian