Prev: Re: Uplift FT (was Re: Am I a Republic revisionist?) Next: Re: [OT]: New OGRE figures soon

Re: FT: Question that may be really *old*...

From: "Laserlight" <laserlight@q...>
Date: Wed, 6 Dec 2000 08:25:45 -0800
Subject: Re: FT: Question that may be really *old*...

> > Second, creating a computer game even for something as simple as
FT takes a long time. Jon isn't a computer person. He'd have
> > to farm it out. Would it have to look like current computer games
with 3D rendered graphics? Or would it just be a "bare bones"
> > thing? Regardless, it would be a very big project. It would need
to have excellent graphics to attract the non-FT playing
> > mainstream. Without it, it would just appeal to us FT players and
not make back the money it would take to create it. Oh, and
> > it would canibalize the miniatures sales (see the first point).
>
> It depends what form the game took. If it was a straight, turn-based
> conversion of the rule book, then yes it would harm miniatures sales
> (for the reasons you outlined above for DBAOL) but I don't think it
> would have any appeal in the mass games market. Turned-based
wargames
> are a niche market in computer games terms, and FT isn't big enough
> (outside of this list) to sell on its name alone.

There are several aspects to FT that I enjoy (not necessarily ranked
in order):
1. It's a spaceship game
2. Played with live opponents
3. Turn based so I can play one game in two hours or one turn in two
weeks
4. I can tinker with the rules to make it more "realistic"
5. The scale is squadrons, not individual ships
6. Design-Your-Own ships--I'm sure I've spent more time designing than
playing
7. The artistic side of things--painting ships--is a pain to *do* but
is enjoyable to *have done*.
8. The rules are simple enough for one person to remember (unlike,
say, DBM, where my opponent and I were always stopping to look up this
factor or that exception).
9. Jon listens to what we say.	He may chuckle, or he may wonder what
we're doing out of the psych ward, but he pays attention.
10. Most important--The List.  Would I still be playing this game if
not for the Listers?  Maybe, maybe not.  I was on the DBx list for a
couple of years, and I've played HoTT twice in the last two years,
DBA/DBM not at all even though I enjoy it.  Part Great people on that
list--some of them :-)--but I think this list is better.
From - Wed Dec 06 17:42:12 2000
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From: "Grogan, Paul" <pg70201@glaxowellcome.co.uk>
To: "'GZG'" <gzg-l@csua.berkeley.edu>
Subject: [OT]: New OGRE figures soon
Date: Wed, 6 Dec 2000 16:32:50 -0000 
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For those interested, and since it's been mentioned here before, the
OGRE
miniatures are nearly ready.

As part of the Steve Jackson demo group, we got a bit of a sneak
preview.

I've got pictures of a few of the new OGRE minis, which I will be
uploading
to my website tonight, approx 19:00 GMT

Paul Grogan
MiB Steve Jackson Games
www.runestonegames.freeserve.co.uk
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Date: Wed, 6 Dec 2000 08:33:12 -0800
To: gzg-l@csua.berkeley.edu
From: Greg Wong <gregwong@best.com>
Subject: [FT] How to PBEM?
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I've never played Full Thrust by e-mail.  What sort of rule
modifications do you need to make for PBEM?  Moving the ships
around using plotted moves seems easy enough, but how do
you handle fighters and fire combat? Does someone have a website
that lists these rule modifications?

Thanks.

--Greg
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From: "Barclay, Tom" <tomb@bitheads.com>
To: "Gzg Digest (E-mail)" <GZG-L@csua.berkeley.edu>
Subject: [OT] Wanted: one combat engineer that plays dirtside 
Date: Wed, 6 Dec 2000 11:45:11 -0500 
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Hi all, 

Anyone got John Atkinson's current email addr? I've just DL'd a bunch of
his
rules on combat engineering in DS2 and I want a bunch of clarifications
on
what some of the terms he uses mean (he does not explain all of them)
and on
some additional CE information (times to construct for many of the
obstacles/minefields). Anyone else who has military engineering field
experience is also encouraged to drop me a line. :) 

Thomas. 

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