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RE: [DSIII]

From: "Chuck Parrott" <chuckparrott@e...>
Date: Tue, 25 Feb 2003 13:27:44 -0500
Subject: RE: [DSIII]

> What I'd like to see:
>
> 1) Bye bye chits. (Too slow)

Me too, though I must admit that the more I've played the faster it
went. It
didn't hurt that I was umpire in the last game and pulled chits for
everyone.

> 2) More regression to the mean in game
> mechanics. The greatest complaint in our group
> is it is hard to know what your tank will do with
> any degree of reliability because of the degree
> of randomness in the chit draws AND in the
> opposed rolls. Since it's easy for any dice to
> come up with a 1, it's hard to have predictable
> behaviour. Some dice conventions that
> generated more mean results would make the
> game more intuitive.

I disagree here, I like the deterministic model it represents. I like
the
fact that a 100 ton super tank can still blow it's roll against the
HMMV.
There are no guarantees in combat. It allows the occasional weakling to
best
the goliath. The odds aren't good but it's there.

> 3) Reaction fire should be a wee bit harder

Not sure I follow this, are you saying an adjustment made for reaction
fire?
Or the conditions that allow reaction fire.

> 4) New vehicle design system that allows more
> choices such as designing modern tanks (8/2/1
> armour on front/sides/rear) and representing
> tradeoffs between mobility, armour, weapons
> etc.

Definitely agree here.

> 5) Ability to produce a greater variety of
> mobility distances (classes might be okay, but
> do all tanks move 12"? Or could some move
> 12 and some 11 or 13?)

There is already slow and fast tracked but I know what you're saying,
finer
degrees of slow vs fast. Or just a flat calculation that determines the
final spd based on propulsion and weight. I would really like to see
more
distinction between the types of mobility vs varied types of terrain.

> 6) Artillery toned down (combine current
> artillery rules with the Gods Eye view and things
> on the table get smashed rather easily)

Modern artillery of today is pretty darn effective and timely. Most
problems
of today's artillery is coordination and quantity. Everyone wants it but
there's only so much to go around. In the far future of DS, I would
imagine
artillery will be even more accurate and deadly. But the problem of not
enough when you need it will probably still be there. Wouldn't a better
approach be to limit the availability rather than the destructiveness?
Plus
given our battlefield 'eyes' with today's technology, far future 'god's
eye
view' doesn't bother me much. I can envision commanders viewing holotank
simulations of the action much like we see it on the table top now.

As an aside, one thing DS doesn't have is anti-artillery vehicles. I'm
not
talking about counter-battery, but weapons that can shoot shells out of
the
air. Since we have a couple of real life tests by militaries going on
for
just that very thing, I don't think it's a far stretch to imagine in 200
years the capability will be there.

> 7) Bugs (KV, Phalons, SV, others)

Definitely :)

Chuck

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