Re: safe jumps, excessive detail
From: GBailey@a...
Date: Wed, 22 Dec 1999 10:09:52 EST
Subject: Re: safe jumps, excessive detail
Then have the safe jump limits as an advanced or optional rule for those
of us wanting quicker campaigns. Jumping into a system and doing
battle with any forces there is fine with me (eg. Imperium/Dark Nebula).
I do play against someone with 300 degree beams (he uses WW2
naval minis). Movement 2, FTL, either weak or average hull. He used to
have screen-2s until I designed all pulse-torp ships. Now its lots of
armor, so his ships are now cheaper. He usually wins. Only if my side
gets lucky with torp hits do we ever win. Maybe I'll try
fighters/missiles
since he's taken off the ADFC on every "BB".
Glen
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>Why bother with these same jump limits? It's more details than I
>want for a strategy campaign. Jump in, do battle, fleeing survivors
>that can leave do so. Don't go the Imperial Starfire route where
>you have to keep track of every hour. The campaign will take longer
>than real life in that way.
>
>Glen
I agree that Starfire is a bit (okay, a kilobyte) excessive in
attention to detail, but any game designer is going to have to face a
choice between detail and playability. Would you enjoy FT as much if
everyone had 360 fire arcs for everything, no weapons but Beams, and
all ships had Average Hull and FTL by definition? If you want a
campaign where you have a group of stars in a network and jumping to a
star means you automatically engage everything at that system, that's
quick and easy, it just may not be as much detail as some people want.