GZG List archives -- March 2006

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Re: [GZG] DSIII



Hi Grant!

Comments embedded...

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

On Thu, 2 Mar 2006, Grant A. Ladue wrote:


John,

   No problem.  It is entirely possible that my perception was off because it
 was only a single scenario and we didn't see some of the underlying
 elements.  It seemed to me that my K'hif (sp?) were rolling d6's to hit for
 the green units and d10's for the orange.  I didn't notice a modifier based
 on FCS.  Was it built in, or were we doing it wrong?

I had it built in on the vehicle sheets. You might recall (though given that it was Sunday morning, you might not) that at short range, the K'hiff vehicles got a +2 QD shift. That was the +2 for having Superior FCS. The Order's Trinity tanks (with BASIC FCS) got +0 at short, -1 at medium, and -2 at long. Their green units don't do so well at any range.


The basic construct is:

QD +FCS, -0 at Close, -1 at Medium, -2 at Long, +/- any modifiers from the fire modifiers chart.

It's easier for me to build the FCS bonus and range non-bonuses into the sheet so that you don't have to care once you have it ready for play. :)


   Your "iron sights being obsolete" comment below also reminds me about
 another thought.  Iron sights really aren't completely obsolete are they?
 Pretty much any modern direct fire (non-missile) system can still fire in a
 degraded manner even when its fcs is down.  It seems to me that the
 "targeting systems down" result for a damaged unit is a bit too damaging.
 Perhaps the tsd result should remove the fcs bonus and allow the unit to fire
 at one (perhaps two) less than it's quality die.


That's not a bad idea. If it's mostly an electronics issue, then it should degrade FCS to "Obsolete" (in DS3 terms, that's about late WWII-ish). I'll bring that up as a possibility. My gut reaction is that it might be *easier* to just leave it as is, but it's certainly a neat thought.


   I apologize in advance if all this has been passed around before (and I
 imagine it has), and I admit that my inexperience with this may invalidate my
 opinion.  :-)  In any case, I think the firefight issue is the biggest one
 in terms of making the game playable, especially at conventions.  I think it
 is important to minimize issues that can cause a player to be basically
 uninvolved for most of the duration of the game.


No apologies necessary. I was only pointing out that there has been a lot of thought put into it, which you *could* not have know about if you don't get regular updates from the DS3 playtesters/designers. :)


We've (a small subset of playtesters that I regularly correspond with) run into the question about the firefight stuff causing uninvolved players to take naps before, but haven't come with any decisive answer. For that matter, while it *can* be a problem, it generally doesn't present itself unless you have at least 3 players per side. I'm not 100% certain that it is a problem that needs to be fixed, but we are aware of it. I saw the same thing happen in a playtest that Indy did last year at a local (to him) hobby shop. 3 players on each side, and the guy in the center didn't do much of anything the whole game 'cause the action was on the edges.

Certainly stuff to think about. :)

John
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