GZG List archives -- January 2006

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Re: [GZG] [OFFICIAL] Question to you all.....



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....

THe only real way to really integrate the two (movement/firing) is to start
down the path of "impulse charts" ala SFB.

Nuh-uh! Not if we develop Passing Fire rules. :-)

One of the real problems with vector movement is that anything other than "1 thrust (or less) for any rotation" is the most realistic (as far as it goes) for a space game. Limiting 1 thrust per facing or two facings is pure game engineering only to balance things - and each solution is still not far less than 100% friendly to cinematic ship design. Vector games are intrinsically different than cinematic games, and thus vector ships *should* be intrinsically different than cinematic. I don't like to use most FB ships in vector games (Except for the NAC furious - which I hate in Cinematic), but would be pretty happy with the KV.




Bizarre Hempen Analog (Noam Raphael Izenberg - pass that clip along, please)


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    roger@nospam.firedrake.org
    Generated: Wed Feb 01 02:07:58 GMT 2006