Prev: Re: Just a thought Next: Oceanic Union page updated

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


Prev: Re: Just a thought Next: Oceanic Union page updated