GZG List archives -- April 2006

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RE: [GZG] FT as a fighter combat game?



I always love the techno-babble of "we'll just reroute power from X to Z"
with out massive work being required.  Not many engineers in Hollywood.

 
 
 
Michael Brown
mwsaber6@xxxxxxx
 
-----Original Message-----
From: gzg-l-bounces+mwsaber6=msn.com@xxxxxxxxxxxxxxxxxxxxxxx
[mailto:gzg-l-bounces+mwsaber6=msn.com@xxxxxxxxxxxxxxxxxxxxxxx] On Behalf Of
TooMuchSakeMan
Sent: Friday, April 28, 2006 10:37 AM
To: gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
Subject: Re: [GZG] FT as a fighter combat game?

I'm always curious why so many gamers think that future engineers would 
design control systems that allow pilots to '"double their output" but burn 
out their engines' when no engineer now would be allowed to create such a 
design. Same with ships with insufficient power to run all their guns 
unless they risk burn out, et al.




At 04:49 AM 4/28/2006, damosan@xxxxxxxxxxx wrote:
>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
> >
>
>
>
>
>From: "Derek Rogillio" <derek@xxxxxxxxxxxx>
>To: gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
>Subject: [GZG] FT as a fighter combat game?
>Date: Wed, 26 Apr 2006 03:17:05 +0000
>Content-Type: Multipart/mixed;
>         boundary="NextPart_Webmail_9m3u9jl4l_29931_1146224972_1"
>
>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
>_______________________________________________
>Gzg-l mailing list
>Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
>http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l
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>Gzg-l mailing list
>Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
>http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l

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