GZG List archives -- April 2006

Number 159 of 451 messages in this Archive
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Re: Re: Re: Re:[GZG] [FT] Tactical jump



Unless you are changing the FTL entry mechanic

To summarize:
--Tacjumps do not take 6 hours to cycle. They should take a few turns, so as to be long enough that an outmatched opponent can't just immediately jump away (otherwise you'd never fight a battle), but short enough to make it worthwhile to commit to a jump (ie you won't be trapped for six hours while your drive cycles).
--Tacjumps cover fairly short distances--lightminutes, not lightyears.
--No damage from jumping out
--Damage from jumping in only if you overlap another ship--no definition of "overlap" yet
--Some scattering on arrival, enough to discourage "everyone arrives 3mu away from each other" but not all over the board



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    roger@nospam.firedrake.org
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