GZG List archives -- October 2006

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Re: [GZG] Re: Full Thrust Playtest? (Simon White)



In a message dated 10/26/2006 6:33:16 PM Eastern Daylight Time, laserlight@xxxxxxxxxxx writes:
> The thing we found [too] powerful [about the Sa'Vasku]
> is the ability of organic ships to fire all their power out of one stinger
> node in any arc.

My impression is that stingers will be revised so that doesn't happen. One
suggestion is that if you put more than N power points through a stinger,
you have to roll before firing to see if you burn out the node--the more
power you push through, the higher your chance of blowing out the node.
However, I'm not much into the Sa'Vasku so I don't recall the other
suggestions.
 
I am avid SaVasku player, I feel giving their sge in spave and a ancient being, they would have developed the ability to over come "burnout" After all, they are not using breakers made in the 1920s to operate a nuclear power reactor.. Makes them a powerful foe. If you are going to hinder SaVasku, might as well hinder the Phalons as well, while at it, Everyone I know say the UNSC Grasers are FAR to powerful for a human weapon. Thank god we can always ignore updates. I plan on continueing the SaVasku as they are now. A dmonite force that humans will be forced to team up on.
 
Be sides,  sure, SaVasku can dump all their power in weapons amd fire out of a single node. Big deal.. That just means they are crippled with no defences and poor manuevering. Sitting duck especially if you out manuever them or out gun them.
 
Having run game, at conventions, including ECC GZG, SaVasku have never been as powerful as you talk about them. I personally see no need to hinder them.
 
 
Vince
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