GZG List archives -- October 2006

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Re: [GZG] Full Thrust Playtest




----- Original Message ----- From: "Laserlight" <laserlight@xxxxxxxxxxx>


As requested:

First off, if you have any AARs that went out to the list and didn't get an
adequate response, send a copy (or archive links) to me offlist (laserlight at verizon dot net)
and I'll respond. Not that I'm the Official Voice of the Playtest List, but I usually
have a decent idea of why a rule is the way it is (for FT or SG--I've played
DS III a couple of times but I haven't been following it intensely)
My group sent in our copy of the rules we use to play our games. The last response we received was that they would be passed on to the playtest list.
I don't believe we had any further contact.So not very motivating to maintain any contact. Also the test group needs to provide regular updates on progress even if it is "no progress this month". Things that stay in Alpa test or beta test status without progressing for years look like they are final or inactive. If this is actually an active project then it's progress needs to be visible.


Typically when playtesting these things you need a test plan.

You need a fighter heavy fleet to go up against the "basic ships" from fleet book one. You need to do this against most if not all of the fleets because some fleets might be better able to cope than others and unless you want to reinvent the old ship designs they need to be competitive. The older design ships act as your control group to ensure that there are no weapons / creep where the latest system is the best.

If you want to solicit input from the list I suggest you put together a list of specific games you want to see people plan and an idea of how you want the fleets composed and the rules you want people to be especially wary of.

In our games we found that EMP weapons as written are very powerful. Hit the ship with 3 hits and every system is knocked out on a 4+ threshold check. We changed the EMP mechanism so that you get one hit per hit inflicted and the damage roll is on a 6 for one hit and improves to a 4+ after 3 hits. Specific hits can be allocated against any system the sensors can identify. BTW organic ships really hate EMP weapons. If your engines get knocked out then it takes about all your power to generate the 2 rolls on a 4+ to get them back on line. Human ships with a couple of damage control parties can fix the EMP system at the end of the turn. Under the EMP rules as written the organic tech ships would have a terrible time trying to recover from EMP.

Having played with organic tech and against it, if I knew I was going up against organic tech EMP would be the first weapon I'd pick.

Because we don't use standard FT rules our groups games don't make for good playtest games.

If you did get copies of our rues and are interested in seeing reports of our games we should be able to provide you with quite a bit of information.

John





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