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Re: Star Wars Models ...

From: Oerjan Ohlson <f92-ooh@n...>
Date: Thu, 8 Aug 1996 11:52:26 -0400
Subject: Re: Star Wars Models ...

On Thu, 8 Aug 1996, Paul A Neher wrote:

> 
> On Wed, 7 Aug 1996 23:22:58 +0200 (MET DST) Oerjan Ohlson
> <f92-ooh@nada.kth.se> writes:
> 
> >However, the fact that you have to determine all those jinks, loops, 
> >rolls etc for your ships before you can move... sort of put me off. 
> >For me, fighter combat shouldn't be about planning beforehand -
that's
> for 
> >the big units! (Well, it was a few years since I played Star
Fighters. 
> >It probably shows, but the above is my impression of it.)
> 
> But in a fiughter combat game, they ARE teh big units. It's no
different
> than writing orders in FT, or in any other miniatures game. It's
> determining what you're doing for the turn.
> 
The feel is very much different. In capital ship combat, the ships move 
slowly (well, all things are relative), and the various captains have 
time to plan their manouvres. Fighter pilots have to react _NOW_ or else

they're dead. What made Star Fighter take so long to play was that 
everyone wanted to optimize their manouvers - ie, they planned ahead,
far 
ahead. That's all very fine when you're preparing to attack a capital 
unit, but you can't stop each five seconds in the middle of a dogfight
to 
consider your next move for five minutes...

Oerjan Ohlson

( Snailmail: Ljuskarrsvagen 44N1, 133 31  Saltsjobaden, SWEDEN		
     )
( Telephone: +46 - (0)8-7177891 					
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( Email: f92-ooh@nada.kth.se						
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