GZG List archives -- January 2006
Re: [GZG] [OFFICIAL] Question to you all.....
-------------- Original message ----------------------
From: Indy <indy.kochte@xxxxxxxxx>
>
> THe only real way to really integrate the two (movement/firing) is to start
> down the path of "impulse charts" ala SFB.
I was thinking along the lines of having FT play along like SG, DS, or FMA. Each player alternates moving/firing one ship (or one group) at a time. The ship/squadron performs parts of it's move, fires, and then finishes the move.
What I don't want here is SFB.... But what I'm talking about would provide for a more dynamic gaming experience. It would be open to all sorts of gamey things I'm sure but that's up to the players to resolve to a certain point.
--
Damo
--- Begin Message ---
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
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