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Fwd: Re: Re: [DS2] Vehicle Design

From: Brian B <greywanderer987@y...>
Date: Mon, 2 Aug 2004 08:16:52 -0700 (PDT)
Subject: Fwd: Re: Re: [DS2] Vehicle Design


--- brian.bilderback@ece.com
<brian.bilderback@ece.com> wrote:
> Samuel Penn  wrote:
> 
> > > > Which background?
> > >
> > > The one I described in the previous paragraph.
> 
> Yeah, I got that.
> 
> 
> > > As I said, for competition games, you're only
> > interested
> > > in the effectiveness in order to build balanced
> > forces.
> 
> Or for any one-off game.
> 
> > > What I'm talking about is only of interest if
you
> > want
> > > flavour for a particular campaign background.
> 
> So institute it for that background.
> 
> 
> > > Yes, but it wouldn't be that difficult to put in
> > some
> > > structure for availability modifiers for
different
> > types
> > > of tech. 'Barely available' might give a x3
modifier
> > to
> > > cost for instance for, say, grav tech.
> 
> And again, any such modifier should be part of the
background, not part of
> the basic rules.
> 

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

- Anonymous

		
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http://promotions.yahoo.com/new_mail Samuel Penn  wrote:

> > > Which background?
> >
> > The one I described in the previous paragraph.

Yeah, I got that.

> > As I said, for competition games, you're only
> interested
> > in the effectiveness in order to build balanced
> forces.

Or for any one-off game.

> > What I'm talking about is only of interest if you
> want
> > flavour for a particular campaign background.

So institute it for that background.

> > Yes, but it wouldn't be that difficult to put in
> some
> > structure for availability modifiers for different
> types
> > of tech. 'Barely available' might give a x3 modifier
> to
> > cost for instance for, say, grav tech.

And again, any such modifier should be part of the background, not part
of
the basic rules.

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