On 1/4/06, damosan@xxxxxxxxxxx <damosan@xxxxxxxxxxx> wrote:
--------------- Original message ----------------------
From: "Laserlight" <
laserlight@xxxxxxxxxxx>
> 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