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Re: Philosophy/Design of SF War Games was Re: (DS): Systems per Class

From: Brian B <greywanderer987@y...>
Date: Sun, 25 Jul 2004 13:57:32 -0700 (PDT)
Subject: Re: Philosophy/Design of SF War Games was Re: (DS): Systems per Class

--- Laserlight <laserlight@quixnet.net> wrote:

> >  "What do you (plural) think a SF war game should
> be like?  What
> elements
> > are not in SG 2 and DS 2 that should be to reflect
> that view?"
> 
> Better comms.  Higher movement rates.  Cover less
> important; sensors,
> countersensors, and point defenses more important. 
> Drones / RPVs.
> Fast and deadly.

Agreed.  In addition, Generic.	Give the ranges and
damages for any given weapon, and give it a point
value based on these factors.  But separate the points
cost from the construction system.  In fact, make the
construction system optional, and in the future offer
supplements that provide specific cusntruction systems
for specific backgrounds and time periods.  A weapon
that does X amount of damage at Y range is going to be
much bulkier and heavier now than it will be 100 years
from now, so it will have different construction
requirements, but the same value in the game.  Also,
allow variable Movement rates -- not every fast
tracked vehicle out there has the same speed.

=====
"In life, you must try and be the type of person that your dog thinks
you are."

- Anonymous

		
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