RE: [GZG] [OFFICIAL] Question to you all.....
From: "David Rodemaker" <dar@h...>
Date: Wed, 4 Jan 2006 13:49:45 -0600
Subject: RE: [GZG] [OFFICIAL] Question to you all.....
Oerjan Ariander wrote:
"HOWEVER, game-wise I'm even more fond of the variant of 3) where 1
thrust
point allows rotation by up to 2 course points and a *Main Drive* burn
accellerates the ship *2* mu straight ahead instead of just 1 mu. This
variant retains the fire-arc/drive rating balance of the "plain 3)", but
it
also makes it easier for ships to change course rather than just change
facing."
I *like* that...
I like that enough I'm going to try it next time I play!
"David Rodemaker wrote (in a heavily formatted and thus rather big
post):"
Sorry about that, I'm not quite sure why my email went out in HTML...
>(though I agree that the move/fire dichotomy is annoying at times -
>anybody thought of doing something like isolating all fighter and
missile
>action, plus PDS fire I suppose, prior to ship movement and fire?*).
"But that doesn't have any effect whatsoever on the move/fire issues
Indy
brought up - with your revised turn sequence ships are still just as
able
to fly right through each others' fire arcs yet end the move being
unable
to shoot at each other, and they can still spend almost all the turn
facing
away from their targets but are still able to shoot at full effect as
long
as they end the move facing the right direction.
As far as I can see the only real effect of your revised turn sequence
seems to be that SM salvoes and Plasma Bolts will always land in exactly
the right position to hit their intended targets, leaving no chance at
all
to outmanoeuvre them... :-("
Your points, as always, are excellent - and it was a very
off-the-top-of-my
head suggestion.
Has anyone just tried allowing ships to fire whenever they like? Marking
ships that have fired isn't that onerous even in a large fleet - or how
about some sort of "overwatch" ability?
Ok, better question - has anyone tried it and actually have any stats or
metrics?
David
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