Re: [GZG] DSIII q
From: John K Lerchey <lerchey@a...>
Date: Fri, 3 Mar 2006 16:19:35 -0500 (EST)
Subject: Re: [GZG] DSIII q
Grant,
I think that your comments are very constructive - especially when they
are mapped to "what works in a convention setting?" I purposely left
out
most of the artillery (the base defenders had two mortar teams, but they
were only good against deployed infantry, and I don't think that the
K'hiff ever did deploy them!).
As to my mistakes with the rules, I must admit the combination of weekly
changes and modifications and too little sleep definitely had a negative
impact on my ability to keep things straight. As OA pointed out to me
in
a seprate mailing, the changes that have been made in the last 6 months
actualy contribute to me NOT knowing what I'm doing 'cause I mix up what
is with what used to be.
On that note, I'm gonna try something completely different for ECCX. :)
J
John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University
On Fri, 3 Mar 2006, Grant A. Ladue wrote:
>>
>> On Fri, 3 Mar 2006, Grant A. Ladue wrote:
>>
>>> Yeah, but what kind of cover keeps a blaster from shooting at you
from
>>> above? They would have had to break for cover behind a building,
and at
>>> infantry movement speed, they'd have been long dead before they
reached it.
>>>
>>
>> Well, if you think about it, even entering Close Assault, you're at
least
>> 2mu distant, which is 200 meters. You might be marginally "above"
them,
>> but infantry are really really really good at taking cover in small
places
>> (compared to vehicles). Men can lay down, scrunch up, fold, staple
and
>> mutilate. Oh... wait. That's not quite right. ;) But you get the
idea.
>> Even from on the hill where the AA units were initially deployed,
those
>> grav tanks were around a kilometer away from the infantry. No way
that
>> they were high enough to fire down INTO the positions. They weren't
>> flying. :)
>>
>
> Well we definitely did something wrong there then. :-) Although I
could
> argue that power blasters don't really need to see the specific
infantrymen
> to fire away at them. Entombment is plenty good enough.
>
>
>>> Perhaps the answer is to have a mechanism for "hopeless"
firefights where
>>> the side that can't shoot back can disband its unit and end the
firefight
>>> before the other guy can creep up to it. Just a thought off the
top of my
>>> head.
>>>
>>
>> Or just keep piling on the fire to force the infantry to accumulate
>> stress. They'll break eventually. :)
>>
>> John
>
> :-) Yeah, I get that. I'm just saying that in a convention
setting, that
> can be an extended period of time where everyone else isn't doing
anything.
> Minimizing that is a good thing. I know that a lot of it is that
we're not
> yet really familiar with the new system and therefore don't know how
to use it
> to avoid this. Still, my first look at it made me feel like putting
in a few
> things to help limit one or two firefights being the *entire* game
would be a
> good thing. I'll happily concede the point if repetitive play in a
similiar
> setting shows that it doesn't come up often enough to be a concern.
I'm
> concerned though, because I've been to many a convention and the only
games
> I didn't enjoy were where the scenario setup or the game rules left me
unable
> to do *anything* for most of the game. For DSIII I'm a bit concerned
that the
> "shaken" result which forces unit to go to cover may often force one
player's
> forces entirely to cover. If a long firefight or firefights occur
after that,
> you may never reach the end of the turn that allows those units to get
back
> into action. I'm thinking that some mechanism for keeping things
flowing to
> turn end points is a good thing, especially in the convention type
games.
>
> Our game at ECC was ~ 3 to 3.5 hours of play, and the entirety of
the game
> was 3 firefights in the first turn. We probably had 2 more to go to
the end
> of the turn (we had 2 more mbt units to ram home). I didn't get a
close look
> at the other game, but I thought it was similiar. I like how DSIII
plays, but
> I'm not sure that one turn convention games are a good idea.
>
> I want to make sure that you understand that I'm not being critical
of the
> game system or how it's been developed. I'm just thinking out loud
about
> what might be a flow issue in the game. I rather enjoyed the faster
movement
> speeds and the morale.
>
>
>
> grant
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