Re: [GZG] [OFFICIAL] Question to you all.....
From: damosan@c...
Date: Wed, 04 Jan 2006 17:38:23 +0000
Subject: Re: [GZG] [OFFICIAL] Question to you all.....
-------------- Original message ----------------------
From: Indy <indy.kochte@gmail.com>
>
> THe only real way to really integrate the two (movement/firing) is to
start
> down the path of "impulse charts" ala SFB.
I was thinking along the lines of having FT play along like SG, DS, or
FMA. Each player alternates moving/firing one ship (or one group) at a
time. The ship/squadron performs parts of it's move, fires, and then
finishes the move.
What I don't want here is SFB.... But what I'm talking about would
provide for a more dynamic gaming experience. It would be open to all
sorts of gamey things I'm sure but that's up to the players to resolve
to a certain point.
--
Damo
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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
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<br><br><div><span class=3D"gmail_quote">On 1/4/06, <b
class=3D"gmail_sende=
rname"><a
href=3D"mailto:damosan@comcast.net">damosan@comcast.net</a></b> &=
lt;<a href=3D"mailto:damosan@comcast.net">damosan@comcast.net</a>>
wrote=
:</span>
<blockquote class=3D"gmail_quote" style=3D"border-left: 1px solid
rgb(204, =
204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left:
1ex;">--------------- O=
riginal message ----------------------<br>From: "Laserlight"
<
<a
href=3D"mailto:laserlight@quixnet.net">laserlight@quixnet.net</a>><br
=
><br>> c) it makes some cheesy maneuvers possible. Let's
say =
you have a MD4<br>> ship pursuing a MD6 ship in direction 12. Your
oppon=
ent can start out
<br>> facing you, Rotate to 12, Thrust by 4, then Rotate to 6. He
spends=
5/6<br>> of his turn facing away from you, but still gets the
benefit o=
f<br>> shooting at you with his F arc.<br><br>So
what's the solution to this "cheese?" Limiting a
ship =
to a
single arc change per turn? That's pretty bogus.<br><br>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.</blockquote><div><br>
THe only real way to really integrate the two (movement/firing) is to
start=
down the path of "impulse charts" ala SFB.<br>
<br>
Think we've covered that before. ;-)<br>
<br>
Mk <br>
</div><br></div>
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