GZG List archives -- March 2006

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Re: [GZG] DSIII q



Grant,

I think that your comments are very constructive - especially when they are mapped to "what works in a convention setting?" I purposely left out most of the artillery (the base defenders had two mortar teams, but they were only good against deployed infantry, and I don't think that the K'hiff ever did deploy them!).

As to my mistakes with the rules, I must admit the combination of weekly changes and modifications and too little sleep definitely had a negative impact on my ability to keep things straight. As OA pointed out to me in a seprate mailing, the changes that have been made in the last 6 months actualy contribute to me NOT knowing what I'm doing 'cause I mix up what is with what used to be.

On that note, I'm gonna try something completely different for ECCX. :)

J

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

On Fri, 3 Mar 2006, Grant A. Ladue wrote:


On Fri, 3 Mar 2006, Grant A. Ladue wrote:

   Yeah, but what kind of cover keeps a blaster from shooting at you from
 above?  They would have had to break for cover behind a building, and at
 infantry movement speed, they'd have been long dead before they reached it.


Well, if you think about it, even entering Close Assault, you're at least 2mu distant, which is 200 meters. You might be marginally "above" them, but infantry are really really really good at taking cover in small places (compared to vehicles). Men can lay down, scrunch up, fold, staple and mutilate. Oh... wait. That's not quite right. ;) But you get the idea. Even from on the hill where the AA units were initially deployed, those grav tanks were around a kilometer away from the infantry. No way that they were high enough to fire down INTO the positions. They weren't flying. :)


Well we definitely did something wrong there then. :-) Although I could argue that power blasters don't really need to see the specific infantrymen to fire away at them. Entombment is plenty good enough.


   Perhaps the answer is to have a mechanism for "hopeless" firefights where
 the side that can't shoot back can disband its unit and end the firefight
 before the other guy can creep up to it.  Just a thought off the top of my
 head.


Or just keep piling on the fire to force the infantry to accumulate stress. They'll break eventually. :)

John

:-) Yeah, I get that. I'm just saying that in a convention setting, that can be an extended period of time where everyone else isn't doing anything. Minimizing that is a good thing. I know that a lot of it is that we're not yet really familiar with the new system and therefore don't know how to use it to avoid this. Still, my first look at it made me feel like putting in a few things to help limit one or two firefights being the *entire* game would be a good thing. I'll happily concede the point if repetitive play in a similiar setting shows that it doesn't come up often enough to be a concern. I'm concerned though, because I've been to many a convention and the only games I didn't enjoy were where the scenario setup or the game rules left me unable to do *anything* for most of the game. For DSIII I'm a bit concerned that the "shaken" result which forces unit to go to cover may often force one player's forces entirely to cover. If a long firefight or firefights occur after that, you may never reach the end of the turn that allows those units to get back into action. I'm thinking that some mechanism for keeping things flowing to turn end points is a good thing, especially in the convention type games.

  Our game at ECC was ~ 3 to 3.5 hours of play, and the entirety of the game
was 3 firefights in the first turn.  We probably had 2 more to go to the end
of the turn (we had 2 more mbt units to ram home).  I didn't get a close look
at the other game, but I thought it was similiar.  I like how DSIII plays, but
I'm not sure that one turn convention games are a good idea.

  I want to make sure that you understand that I'm not being critical of the
game system or how it's been developed.  I'm just thinking out loud about
what might be a flow issue in the game.  I rather enjoyed the faster movement
speeds and the morale.



 grant
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