----- Original Message -----
Sent: Wednesday, December 19, 2007 3:10
PM
Subject: Re: [GZG] Shield
Reinforcement?
I like what you are thinking, but how about a simple version.
Each unused thrust point can be applied to either fore, port, starboard,
or aft sections. This can be represented by using a small die with the number
of applied points on the pertinent side of the model on the table. Those
points then absorb that many damage points that turn from hits on that
section.
Example: Kirk says 4 points to thrust and 2 points to aft shields. The
ship plots as normal, but you place a die (2 pip up) directly behind the model
on the table. That die is removed at the end of the turn, if no damage is
applied to that section. Otherwise, it will absorb 2 aft hits.
I know I am thinking FT2 in a FT2.5 world, but that's how I think.
Bobby
On Dec 19, 2007 1:29 PM, Doug Evans <
devans@xxxxxxxxxxxx> wrote:
While
thinking about adaptations to genre's, I couldn't recall anyone doing
a
form of shield reinforcement to do Cap'n Kirk's sterling command.
I
know that anything that seriously tries to do energy allocation
would
cause most of us, including yours truly, to run screaming from the
room,
but I suddenly thought, as often happens, of yet another way to
complicate
the plotting step of a full thrust turn by suggesting
plotting unspent
thrust points on numbered firing arcs.
My first
thought was to suggest each point was a damage point, or
proportional to
size of ship, as, bigger ship, more expensive the thrust
point. Then I
wondered about buying a shield upgrade with points on the
plotted
arc.
I know it doubles the complexity of firing by noting both firing
ship and
target's arcs. Anthing that might come out of this would have to
be DEEPLY
optional.
Has this ever been tried
before?
The_Beast
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Bobby Mock
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