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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>&gt;
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: &quot;Laserlight&quot;
&lt;
<a
href=3D"mailto:laserlight@quixnet.net">laserlight@quixnet.net</a>&gt;<br
=
><br>&gt; c) it makes some cheesy maneuvers possible.&nbsp;&nbsp;Let's
say =
you have a MD4<br>&gt; ship pursuing a MD6 ship in direction 12. Your
oppon=
ent can start out
<br>&gt; facing you, Rotate to 12, Thrust by 4, then Rotate to 6. He
spends=
 5/6<br>&gt; of his turn facing away from you, but still gets the
benefit o=
f<br>&gt; shooting at you with his F arc.<br><br>So
what's the solution to this &quot;cheese?&quot;&nbsp;&nbsp;Limiting a
ship =
to a
single arc change per turn?&nbsp;&nbsp;That's pretty bogus.<br><br>The
*real* issue is that weapons fire is not integrated with
movement.&nbsp;&nbsp;Everyone zips around the table and then says...now
who can I shoot?&nbsp;&nbsp; I'd like to see a fluid game turn that
integrates fire and movement.&nbsp;&nbsp;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 &quot;impulse charts&quot; ala SFB.<br>
<br>
Think we've covered that before. ;-)<br>
<br>
Mk <br>
</div><br></div>

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