GZG List archives -- January 2006

Number 225 of 673 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

Re: [GZG] [FT] Plotless Full Thrust game



Pardon my bluntness as I don't mean to tick off anyone. Jon, you have a wonderful game as written.
I love FT. I'd gladly play it "according to Hoyle" using either cinematic or vector movement with
anyone. I have no problems with plotted movement.


Don't worry Greg, no offence taken! ;-)
We've happy that you play or modify FT to any way you like, as long as you have fun with it!



But I also know my nephews pretty well, and plotted movement is a non-starter. They have so many
other toys and games to play with, that they simply won't play a second game if they have to
use plotted movement. I know this makes FT a different game. I accept that. My nephews won't
be playing FT with anyone else except me, so they won't know the difference. I thought about
the idea of one side plotting movement while the other side moves unplotted, but it won't work
for the reasons you give. My nephews will want to play on opposite sides and I would like to
include SMs eventually.


In that case, I'd probably suggest using movement alternating by ship (though other options may work as well or better!), and accepting the fact that certain things (such as the placed-marker weaponry) are just not going to work as intended because they are so dependant on plotting as a fundamental part of the game.


So, I would like to politely and humbly ask that we just forget about plotted movement for
the sake of this thread.


I like Laserlight's idea of dummy SMs. I'll mull that over to see if that'll work.


Yes, to me that sounds a good compromise if you want to use PMWs at all; maybe two dummy markers for every real one, and if you place the three in a good spread then even if your opponent maneuvers violently to avoid them all (assuming he can do so), then they've at least had some value as "area denial" weapons!
Maybe some limitation like all three (the real salvo and the two dummies) must be no more than 6mu apart (from at least one other - so a line of them 12mu long would be OK), and (as I think someone else suggested earlier) PSB it that the firing ship launches a couple of "crybaby" decoy missiles at the same time as the actual salvo.... come to think of it, that's not a bad idea for a weapon system option even for "normal" plotted games.... ;-)


Best,

Jon (GZG)


Please keep those ideas coming. Thanks.

--Greg


On Jan 8, 2006, at 1:36 PM, Ground Zero Games wrote:

I've always considered the plotted movement (and hence the need to anticipate your opponent's intentions) to be a very fundamental part of FT, and while it's certainly possible to play it in various ways without plotted movement, that makes it a very different game.

My preferred method for playing the game with young and/or inexperienced players who find the concept or execution of plotted movement a problem is this:

Assuming you have one experienced/adult player against a youngster or newbie, make the experienced player plot movement as normal for his/her ships, then allow the young player to move his/her ships (without plotting, but still adhering to the normal movement rules and restrictions). Finally the experienced player moves in accordance with the plotted orders. The end result of this is essentially the same as if both sides plotted and then moved as normal, thus preserving the feel of the game.
Yes, this method does mean that there are problems with placed marker weapons like SMs (though only if the experienced player is using them - the youngster can use them in the normal way without problems), but probably you would be better sticking to simple direct fire systems when teaching young players anyway. As they get more used to the rest of the game, then maybe you can introduce them to the full plotted movement at a later stage.


Best,

Jon (GZG)
_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l


_______________________________________________ Gzg-l mailing list Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l

_______________________________________________ Gzg-l mailing list Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l




  • Prev by Date: [GZG] Re: Points systems
  • Next by Date: Re: [GZG] [FT] Plotless Full Thrust game

  • Previous by thread: Re: [GZG] [FT] Plotless Full Thrust game
  • Next by thread: Re: [GZG] [FT] Plotless Full Thrust game

  • Main Index | Thread Index | Author Index | Archive Index

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