Martin Connell & I used a Full Thrust & FMA variant to run a fighter game at ECC VIII. Although a little more in depth than what you all are talking about it worked very well for our Attack on the Death Star scenario. We also had a great time just getting into some dog fights during play testing. Here is a link to Martin's page w/ picks of the con game, SSD's and a rules review: -Steve ----- Original Message ----- From: damosan@xxxxxxxxxxx Sent: Friday, April 28, 2006 7:56 AM To: gzg-l@xxxxxxxxxxxxxxxxxxxxxxx Subject: 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 >
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