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Re: [DSII] Heresey

From: John Atkinson <johnmatkinson@y...>
Date: Thu, 4 Apr 2002 09:57:51 -0800 (PST)
Subject: Re: [DSII] Heresey


--- John Crimmins <johncrim@voicenet.com> wrote:

> It seems that DSII is missing this factor; it's very
> easy to see (and design) the ideal tank.  Given two
> grav tanks of similar size with turreted weapons, 
> designed by two different people, how different are
> the end results going to be?

Depends on what you want to do with it.  Yes, most
*Tanks* are going to look the same.  That's because
there is pretty much one good way to swat enemy tanks,
which is what most tanks are designed to do.  Smack
them at long range with the biggest gun you can carry.
 Be as survivable as possible against the various
threats on the battlefield.  Simplicity is Better.  Of
course, for the other roles you have on the
battlefield (and if you don't need any other vehicles,
you're fighting a fool who doesn't understand how to
use his combined arms).

> There are a number of minor differences that are
> possible -- ablative or reactive armor, APFCs, and
> so on -- but nothing that's likely to have much game

> effect.

If Reactive Armor doesn't have a game effect, your
opponent isn't using enough GMS/Hs.

> Solution?  Beats me.	I'd like to see something like
> the FT building system, or even (bear with me for a
> moment here) classic Car Wars.  Given $15,000 
> to spend, you could end up with a ton of different
> vehicles, all of them of similar combat potential. 
> Maybe I need more experience with the system, but it
 
> seems to me that DSII can't do the same right now.

First, you're focusing on the wrong thing.  The joy of
DSII's design system isn't designing individual
vehicles, it's on designing force packages--complete
combined arms assortments that go and do missions.  

John

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