GZG List archives -- October 2006
Re: [GZG] Re: Full Thrust Playtest? (Simon White)
Simon White wrote:
>Hi, I'm a closet reader - thought I'd finally make a post.
>Importantly though, we're including and testing some/all of the newish
rules we >can find:
>
>>> Right now the latest stuff being concentrated on is fighters.
>>>
>>> Mk
>
>http://lists.firedrake.org/gzg/200403/msg00286.html - these are a set of
new >fighter rules, and they're brilliant. Honestly, they fix fighters
completely >(in our opinion), they're no longer uber powerful on their own,
but they still >hurt if they get too close.
Glad to hear you like them :-)
>If there is a more recent version of 3rd ed fighter rules can someone tell
>me... but any back step from these would be a shame.
The beta-test rules you've used have not been further developed since they
were posted (at least not that I know of), apart from a "condensed" version
where all the commentary and repetitions have been cleared away. (Cue LL
with an URL..?).
The "pre-alpha" status FT3 fighter rules we're testing now are based on the
same core concept as the beta-test ones (allowing anti-ship weapons some
ability to engage fighters), but with less book-keeping and complexity.
Like Jon T. wrote however those newer rules aren't complete enough for
public release yet.
>Other systems:
>
>Grasers - no problems from our group, does however tend to indicate
shields as
>a better option than armour, the new Long Range PTL should counter that.
<g> FWIW one of the reasons for introducing Grasers and EMPs was to give
players reasons to start using screens again, after the several new or
updated screen-skipping weapons described in the Fleet Books (K-guns,
P-torps, Salvo Missiles etc.) caused many players to dump screens entirely
in favour of armour <g>
***
Mk Kochte wrote:
>>>Even general comments on playarea in MU's, shape of playarea, speeds,
and the
>>>like help.
These data are *very* important, because how well different weapons and
tactics work in the game varies greatly depending on what size your gaming
area is and how fast you fly. For example, if your gaming table is only
~50mu wide the various range-24 weapons (B2s, Pulser-M etc.) gain power
simply because the enemy can't easily keep out of their range, whereas on a
gaming table 80-100mu wide longer-ranged weapons grow more powerful.
oerjan.ariander@xxxxxxxxxx
"Life is like a sewer.
What you get out of it, depends on what you put into it."
-Hen3ry
_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l
Main Index | Thread Index | Author Index | Archive Index
roger@nospam.firedrake.org
Generated: Wed Nov 01 02:07:47 GMT 2006