GZG List archives -- March 2006

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Re: Re: [GZG] DSIII q



   Hmm, I better shrink this down some.  I'll just respond to the "zone of 
 attention" (which sounds more and more like a Maxwell Smart line) concept in 
 this post.

> 
> On Tue, 14 Mar 2006, Grant A. Ladue wrote:
> 
> >>> enters that zone gets sucked in.  That would allow units to screen each other
> >>> and make choke points important (since the first unit stopped at the point
> >>> would suck everyone else in).
>
> >    More of a "zone of attention" than a traditional zoc.  The idea would be
> >  that while you're in a firefight, you're focused on the people you're
> >  shooting at and are shooting at you.  Between that focus and the smoke and
> >  dust of combat, you're much less likely to start firing on someone else
> >  moving behind what you're firing at, unless they come close enough to the
> >  existing unit.  I would allow units to try to force other units into the
> >  combat, with better tech and better units increasing the chance.
> >
> 
> Ah. Ok, that's actually in there to some exent.  It's not clearly spelled 
> out enough yet, however.
> 
> So, let's say Unit A is attacking Enemy A.  They start slugging it out, 
> and after a few TCRs (that's Tactical Combat Rounds boys, it's a technical 
> term!) Unit A can now see (has LoS to) Enemy B.  Unless Enemy B JOINS the 
> firefight, Unit A cannot initiate fire against them.  They are focussed on 
> units involved in the firefight.  Now, that said, I've found it very hard 
> to make that make sense in play in certain situations.  For example, if 
> Enemy A is withdrawing and passes through Enemy B, and Enemy B is 
> something like APCs, and Unit A is tanks, it seems unlikely to me that 
> Unit A should not be able to light up the APCs while chasing Enemy A.
> 
> It needs work, but I certainly agree with you in concept. :)
>

    Actually I agree.  If either side performs an action that would bring 
  another unit into "combat attention" range of the other side, that would 
  automatically bring the new unit into the firefight.  If that tank you're
  shooting at breaks and runs right through a new group of tanks, you're going
  start shooting at them, not say "well they weren't in this firefight, let
  them go".  Of course, if the new unit has cover, then perhaps you won't 
  notice them either.  Roll to add them in.

    This is part of why my first inclination was to add ongoing firefights.
  You may think you've covered your flank over that, but once you're slugging 
  it out with the first unit into the gap you're far less likely to notice the
  unit moving behind them and around behind you.
    I dunno, maybe it is just that the firefight concept gets a bit broken when
  one and/or both sides don't have "smoke" to shut off the firefight.  It's
  entirely possible that we saw an extreme case that can cause very long 
  firefights.  I'd like to see how several playtests without smoke go.


  grant

 
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