GZG List archives -- October 2006

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



Vins
 
When playtesting the phrase "I am an avid XXX player" usually destroys any objectivity that person has about game balance.
 
The ability of SV ships to fire all their firepower in any arc is extremely powerful, especially if you allow for a rolling board rather than artificially restricting the battle to a static table size. Being able to control the range of the engagement and fire backward out to 48" is something no other ship can do.
 
In our group we restricted stinger nodes to 8 power each. We also allowed SV ships to have Grazer nodes and heavy beam nodes costing more mass and requiring more power per beam dice generated.
 
But the general consensus in our group is that the SV ships are boring to design and play with you trend towards a design of ship which is a generalised cruiser  drone womb, pod launcher some stinger nodes and about a 2-2-1 division of the rest of the mass between hull generators and armour. This is a reflection that the SV seem to have ships that are generalists rather than the big variations you get in human tech ships.
 
For larger ships the other option is to make a carrier with 3 drone wombs, that is about all the effective options.
 
It's not worth the dead weight to try and put screen nodes in under the current format.
 
Grazers are a spectacular weapon under the official rules. The take up so much mass you get so few dice but occasionally you will get 6 on 6 and do 5 or 6 d6 damage to an enemy ship utterly crippling the vessel. I think this sticks in the minds of players and assumes a disproportionate impact in their minds.
 
Our group are all scarred from massed capitol missiles used by one player a couple of years ago, that fleet is still talked about rather like the mythical bogeyman.
 
With all the full thrust gaming groups taking their rules off in different directions and the game essentially being open source for so long is there really any point in publishing new rules mechanisms? Different gaming groups have taken their version of the game and run with it so it's not really one game any more but thousands of different versions.
 
John
----- Original Message -----
Sent: Friday, October 27, 2006 11:44 AM
Subject: 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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