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well we use a card system for fleet generation and
victory conditions, eg, u roll 1d6 for how many of what class, say, capital
and the like, then you draw that many cards , the cards can have from 1 to 4
ships on them each , and as the draw is random, you never know know what you may
be getting.
As for the victory conditions, they range from, do
more damage to the enemy than they do to you, to destroy 1 enemy capital ship,
this might not seem fair, but its so much fun and it makes for fantastic
game play.
----- Original Message -----
Sent: Thursday, January 12, 2006 7:45
AM
Subject: Re: [GZG] Re: Points
systems
On 1/11/06, laserlight <laserlight@xxxxxxxxxxx>
wrote:
That
problem was "massed fighters are unbalanced" (plus some other factors),
not due to the concept of "kill more CPV".
One option is to allow PDS to fire more than once a turn. So Point
Defense shoots at every incoming fighter/missile. Charge Mass x10 as
the new point cost for PDS, and maybe remove the ability to shoot at other
ships at 6". Not sure how to apply that to Kravak Scatterguns though.
As far as establishing victory conditions goes, I totally stole the
Scenario Generator from Gear Krieg/Heavy Gear. The pseudo role-playing flavor
of the system focuses on adding a lot of space opera drama to battles,
making "The Thrill of the Game" more significant, maybe even placing it on
center stage.
One of these days, I'll find the time to create a Full Thrust website for
all the assorted rules crap I've developed/plagarized over the years.
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