GZG List archives -- May 2007
[GZG] So many questions
Well, I've spent the last couple of days reading some of the archives for this list, as well as reading through all the rules for FT and DS in detail, and now I've got a few questions for everybody if thats ok.
But first up, I didn't mention last time about me. I'm a computer science student in Dunedin, New Zealand. I'm also a recently commissioned Territorial Force officer in the NZ army. Like I said, I'm new to tabletop gaming in general.
I said I had questions. In no particular order:
I havn't seen any reference to missiles (ie single shot missiles as decribed in More Thrust) in any of the canon ship designs in either of the fleet books. Only salvo missiles. In the desription of Salvo missiles in FB1, it doesn't seem to be saying that the intention was to replace the old style missiles, and yet they seem to have done so. Am I missing something?
In Fullthrust, are hangar bays and fighter bays effectively the same thing, or or they distinct? ie if a ship were to carry interface craft and fighters would it need seperate bays? Perhaps each fighter wing needs it own bay? Or maybe a ship just needs a certain amount of mass dedicated to space for bays and its all just one big hangar? I'm sorry but I cant quite wrap my head around bays in general. Anyone care to clear things up for me?
One thing that I found unclear for Dirtside II was the rules for infantry firing upon vehicles. Do they still need to test for effective fire as described in the rules for infantry firefights? (It is a different situation when you're firing a missile at a tank
3.6km away than when you're enaging infantry at say 500m.) I'm guessing that IAVR shots are affected by checks for effective fire.
On that topic, do manpad LAD and mortars need to make effectiveness checks as well?
Well I think thats all the queries I have about the rules for now. However, I've still a couple more questions.
I've only read the rules for Dirtside and Full Thrust (ie the downloadable rules books) but can anyone suggest to me whether Stargrunt or Dirtside would be better as ground combat rules to interface with Full Thrust? This is the type of situation that most interests me right now: Multi battle scenarios involving invasions of planets, including the naval (space) battle to breach system defences followed by planetary invasions.
Before you jump on to suggest I should start small, well I will obviously have to do so to start with. But I do also intend to write game software with the purpose of from speeding the game (by doing calculations on a nearby laptop say), to possibly computerising the whole thing.
Before you plan on killing me for potentially eliminating the need to buy models Jon, I actually envisage (way down the track) the following type of setup: Colocated, ceiling mounted camera and data projector pointed at the play area, both connected to the game server. The server tracks the movements of play pieces and can raise an alert if moves aren't valid. Visual information can be overlayed on the play area, for example firing arcs, and combat can be resolved quickly in response to orders entered by each player on their own terminal (say a laptop).
This is an entirely possible project, however large it might be. What does the established playing community think of this idea? (or of any less extreme version inbetween).
Finally, I've had no luck finding any locals who are into this, so if anyone on this list is in or knows of anyone in my area who plays any GZG games I'd like to get in touch.
Well, enough of my newbie enthusiasm, thanks all for your patience.
James
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