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Re: CanAm Designs

From: Jaime Tiampo <fugu@s...>
Date: Sat, 17 Nov 2001 13:59:31 -0800
Subject: Re: CanAm Designs

Laserlight wrote:
> 
> > If this is the CanAm game I think it's a little over simplistic. For
> > introductory games sure, but I think for this kind of level it would
> be
> > better for a more open design system.
> 
> a) last year we had an semi-open design system and one team got
> crushed because, as one of the crushees but it, "we brought a knife to
> a gunfight".

I read the report last year. Poor judgement on the Canadian side. In
games with construction rules like that you have to assume that the
opposition will take the max amount of fighters they can.
 
> b) I know they're simple but I'm trying to emphasize maneuver--we had
> similarly simple ships in a game Noam ran and it was the best FT game
> I've played.
>   I'm also trying to playtest the ships I'm thinking to include in
> FTLite.

I'd still get rid of the offset fire arcs.. that'll just confuse people.
 
> > As for an "every man for himself" setup the smart side will team up
> and
> > then go after each other at the end when they've eliminated the
> badguys.
> 
> it's a GM function to inject a little friendly backstabbing.	Eg the
> GM assigns you a player to be a target.  You don't know whose target
> you are...

Ah, you didn't put that in the original post. :) If you're setting up
secret targets what are the deterants for not shooting at someone who
isn't your target? If it's last man standing on a team wins I'd still
try and take out as many of the enemy as possible to help my comrads.

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