GZG List archives -- April 2006
Re: [GZG] FT as a fighter combat game?
You can easily convert FT into a "fighter" game.
The only thing I'd add (to start) would be individual crew positions to the core systems block. There would be a symbol for the pilot, co-pilot, weapons officer, signals officer, etc. Then, of course, you have to apply the magic "the scale of the game now deals with fighters and not ships..." sponge.
I have a set of racing rules online that goes into this somewhat. The short version: very high thrusts, ships are allowed to "double their output" but burn out their engines, individual gunners, pilots, and engineers....
http://home.comcast.net/~damosan/rr1.htm
--
Damo
-------------- Original message ----------------------
From: "Derek Rogillio" <derek@xxxxxxxxxxxx>
> Has anyone put any thought or effort into modifying Full Thrust for use as a
> fighter combat game? It shouldn't be that difficult, using the standard
> capital ship templates for light, medium, and heavy fighters. Fighters
> should probably get more thrust, and I would probably consider adding
> something in to give a benefit for the individual pilot and/or gunner's
> skill.
>
> Am I reinventing the wheel here?
>
> --
> Derek A. Rogillio
> derek at rogillio dot net
>
--- Begin Message ---
Has anyone put any thought or effort into modifying Full Thrust for use
as a fighter combat game? It shouldn't be that difficult, using
the standard capital ship templates for light, medium, and heavy
fighters. Fighters should probably get more thrust, and I would
probably consider adding something in to give a benefit for the
individual pilot and/or gunner's skill.
Am I reinventing the wheel here?
--
Derek A. Rogillio
derek at rogillio dot net
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