Re: [GZG] [OFFICIAL] Question to you all.....
From: "Flak Magnet (Tim)" <flakmagnet@c...>
Date: Wed, 4 Jan 2006 11:17:38 -0500
Subject: Re: [GZG] [OFFICIAL] Question to you all.....
How about if you rotate around like that then the difficulty of tracking
the
target while spinning your sensor arrays and turrets around like that
has the
effect of making your fire less effective in the same way that shields
do?
Weapons that don't use beam die could have the the numer rolled for hit
or
damage shifted one number to the defender's benefit..
-- Tim
On Wednesday 04 January 2006 10:34 am, Indy wrote:
> On 1/4/06, damosan@comcast.net <damosan@comcast.net> wrote:
> > --------------- Original message ----------------------
> > From: "Laserlight" <laserlight@quixnet.net>
> >
> > > c) it makes some cheesy maneuvers possible. Let's say you have a
MD4
> > > ship pursuing a MD6 ship in direction 12. Your opponent can start
out
> > > facing you, Rotate to 12, Thrust by 4, then Rotate to 6. He spends
5/6
> > > of his turn facing away from you, but still gets the benefit of
> > > shooting at you with his F arc.
> >
> > So what's the solution to this "cheese?" Limiting a ship to a
single arc
> > change per turn? That's pretty bogus.
> >
> > The *real* issue is that weapons fire is not integrated with
> > movement. Everyone zips around the table and then says...now who
can I
> > shoot? I'd like to see a fluid game turn that integrates fire and
> > movement. But what do I know I only play FT about once or twice a
year
> > anyhow.
>
> THe only real way to really integrate the two (movement/firing) is to
start
> down the path of "impulse charts" ala SFB.
>
> Think we've covered that before. ;-)
>
> Mk
--
--Flak Magnet
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