GZG List archives -- January 2006

Number 189 of 673 messages in this Archive
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Re: [GZG] [FT] Plotless Full Thrust game



From: "Allan Goodall"
> It avoids that Full Thrust weirdness where you have to guess
> if your opponent is going to break left or break right, guess wrong,
> and end up _way_ wrong in where you end up. In "reality" you'd be
able
> to adjust your bad movement before the end of a turn, however long
you
> define that to be.

Or to put it a different way: turn length should be based on how long
it takes the ship commander to receive information, issue an order,
and have the ship execute the maneuver. You wouldn't have a
platoon-based game with one-week turns...

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