Re: [GZG] Re: Full Thrust Playtest? (Simon White)
From: VinsFullThrust@a...
Date: Thu, 26 Oct 2006 18:44:17 EDT
Subject: Re: [GZG] Re: Full Thrust Playtest? (Simon White)
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In a message dated 10/26/2006 6:33:16 PM Eastern Daylight Time,
laserlight@verizon.net writes:
> The thing we found [too] powerful [about the Sa'Vasku]
> is the ability of organic ships to fire all their power out of one
stinger
> node in any arc.
My impression is that stingers will be revised so that doesn't happen.
One
suggestion is that if you put more than N power points through a
stinger,
you have to roll before firing to see if you burn out the node--the
more
power you push through, the higher your chance of blowing out the node.
However, I'm not much into the Sa'Vasku so I don't recall the other
suggestions.
I am avid SaVasku player, I feel giving their sge in spave and a ancient
being, they would have developed the ability to over come "burnout"
After all,
they are not using breakers made in the 1920s to operate a nuclear power
reactor.. Makes them a powerful foe. If you are going to hinder SaVasku,
might as
well hinder the Phalons as well, while at it, Everyone I know say the
UNSC
Grasers are FAR to powerful for a human weapon. Thank god we can always
ignore
updates. I plan on continueing the SaVasku as they are now. A dmonite
force
that humans will be forced to team up on.
Be sides, sure, SaVasku can dump all their power in weapons amd fire
out of
a single node. Big deal.. That just means they are crippled with no
defences
and poor manuevering. Sitting duck especially if you out manuever them
or
out gun them.
Having run game, at conventions, including ECC GZG, SaVasku have never
been
as powerful as you talk about them. I personally see no need to hinder
them.
Vince