GZG List archives -- January 2006

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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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