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Re: (FT) Point Value for Hulls

From: "stranger" <stranger@c...>
Date: Wed, 28 Mar 2001 18:50:28 -0500
Subject: Re: (FT) Point Value for Hulls


> Then we roll initiative to see who fires when.
>
> Here's the problem.  Even if I win initiative, I fire
> ONE of my ships, for maybe 10% of my total
> firepower.....then it's his turn....he can fire 100%
> of his total firepower in one volley.

He must put A LOT of firecons into his ship, since you can only target
one
ship per firecon you have.

Next time just bring a lot of needle-beam equipped small ships.  Yeah,
he'll
blow up a few of your ships, then you target his firecons with your
needle-beams.

> Big ships are just plain more effecient.......unless

I agree, they are, but I don't think that that should change either.
They're supposed to be better, that's why they're the BIG ships.

> you build in artificail limits into the game.  My
> friend is not so willing to accept artificial limits
> because he says it's not fair to favor my style of of
> play over his.
>

That's the problem, its not really an artificial limit to say that a
nation/empire just can't afford to have only BIG ships.  History has
proven
that time and again.

However, there have been lots of suggestions on this list on just how to
handle the BIG SHIP ONLY guys, maybe your friend will want to try some
smaller ships once he gets his clock cleaned by them.  New tactics
develope
only when the old ones cease to work.  Use the members of this list to
help
you figure out how to beat his strategy.

Of course on the other hand, maybe you could look for opponents that
aren't
so one-dimensional as to avoid trying new things.

Another possibility, try developing scenerio's that have mixed fleets.
That's what I do here.	There's no rule that says all games have to be
point-based battles.  I find scenarios to be more interesting then just
plain xxx points vs xxx points fights.

George


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