GZG List archives -- October 2007
Re: [GZG] Campaign rules-Nodes
Hey Simon,
I have played several non-GZG games with nodes and found that they help out quite a bit since you don't have to keep track of every ship that decides to take the long way round. The thing I have been toying with in my mind is the concept of nodes which are empty but interconnect with star systems. I call them Wild nodes. In the Wild nodes no battles can take place, but friendlies can meet up. The Wilds represent all the empty space in-between. I am thinking that there may be basically two nodes sets (stars to stars)(Wilds to Wilds to stars), but haven't quite put it down to practice yet. Do you see any flaws or potential nightmares in going this way?
Bobby
I tried to put a basic layout up. Hopefully I set up the file right.
>
This was also a consequence of the map, having weaker worlds meant you left them mostly undefended. For v0.3 I would get rid of the free form map and use a node style map - with lots of interconnections, but still nodes.
Simon
http://fullthrust.2-72.co.uk
_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://mead.CSUA.Berkeley.EDU:1337/cgi-bin/mailman/listinfo/gzg-l
Main Index | Thread Index | Author Index | Archive Index
roger@nospam.firedrake.org
Generated: Mon Nov 05 02:07:16 GMT 2007