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[FT2] - Nimble Ships (was: General EMP Thoughts)

From: "Peter C" <petrov_101@h...>
Date: Fri, 23 Feb 2001 15:40:40 -0000
Subject: [FT2] - Nimble Ships (was: General EMP Thoughts)

A simple game mechanic my group employs in "FT2" games...

  Ships with a Thrust rating of 6 or 7 are nimble.  All die rolls to hit

suffer a -1 modifier.  However, rolling a 6 ALWAYS hits the target, 
regardless of modifiers.

  Ships with Thrust rating of 8 are very nimble.  All die rolls to hit 
suffer a -2 modifier.  Again, a die roll of 6 ALWAYS hits.

  We find this rule keeps the small(high thrust) ships on the board a
tad 
longer.

Pete

>From: Sean Bayan Schoonmaker <s_schoon@pacbell.net>
>Reply-To: gzg-l@csua.berkeley.edu
>To: gzg-l@csua.berkeley.edu
>Subject: Re: General EMP Thoughts
>Date: Fri, 16 Feb 2001 14:51:25 -0800
>
>>Hmm... good point, so we could balance a 'blanket threshold' weapon
>>against an 'average sized' ship, this would make it over expensive vs.
>>smaller ships (but if you _must_ use a sledgehammer to crack a nut...
>>:-), and underpriced vs. larger ships - which _could_ be an incentive
to
>>create fleets with a proper distribution of ship sizes - if we handle
it
>>right.
>
>I know that I'm probably beginning to sound like a broken record
>here, but I like to think that any given weapon is going to be
>balanced properly against ANY ship.
>
>While I see the point that people are making re: large vs. small
>ships, I don't think that weapons mechanics are the proper venue to
>address that imbalance.
>
>Schoon
>
>Schoon

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