GZG List archives -- January 2006

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Re: [GZG] Ship point values and effectiveness




On 1/17/06, McCarthy, Tom (xwave) <Tom.McCarthy@xxxxxxxxx> wrote:
With the rules as written, core systems make it likely that core systems
take a ship out of action before it is destroyed.  Striking the flag
does the same.

We play a lighter version of core systems (as outlined in the CVS
repository) where the 'core' takes a threshold check, not each core
system.  Even so, the game sometimes feels like Red Chicken Rising, the
space combat game whose underlying design philosophy is that all
warships are destroyed by critical hits, none by a steady wearing down
of the hull.


I sometimes play with a similarly implemented 'lighter' set of core rules that a friend of mine came up with years ago (when the core rules first appeared). They aren't as destructive to ships in question, but have their own set of fun (such as "comms systems down, write your movement orders one turn in advance"). I had posted them way back when (should be in the archives).
 
Okay, may not mean anything here or there; just a side distraction. :-)

Mk

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