GZG List archives -- January 2006
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)
_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l
Main Index | Thread Index | Author Index | Archive Index
roger@nospam.firedrake.org
Generated: Wed Feb 01 02:07:58 GMT 2006