GZG List archives -- May 2006

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



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:
 
http://www.geocities.com/mxconnell/GZG8/deathstar.html
 
-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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