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RE: [VV] Vectorverse FTL

From: "B Lin" <lin@r...>
Date: Mon, 31 Jan 2005 11:33:23 -0700
Subject: RE: [VV] Vectorverse FTL

That is where standard FTL comes in - you'd have either a commando raid
to capture the controls, or a large fleet that arrives via Standard FTL.

There are interesting scenario possibilties with a feint with a cruiser
squadron to draw defending ships to one side of the system, while a
stealth troop ship attempts to capture the jump gate facilities to allow
the main fleet through.

--Binhan

-----Original Message-----
From: owner-gzg-l@lists.CSUA.Berkeley.EDU
[mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of Grant A. Ladue
Sent: Monday, January 31, 2005 11:08 AM
To: gzg-l@csua.berkeley.edu
Subject: Re: [VV] Vectorverse FTL

> 
> That also assumes that a Jumpgate is always "on".  If a gate is merely
a large focusing device for a massive amount of energy to create an
artificial wormhole, then the defenders simply leave the gate powered
down, essentially "locking" the door, unless someone tries to force it
from the other end, in which case you have plenty of warning.  This is
especially true if Jumpgates have to be used in pairs, as then both ends
would have to be powered up for use.
> 
> --Binhan
> 

   Yes.  Gates that lock or can be shut down are not going to make for
good
 gaming though.  The best you could manage would be "special forces"
type 
 attacks where you're trying to grab the controls at both ends when the
other
 guy isn't expecting it.

   grant

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