Re: Sensor Rules
From: Marshall Grover <Mgrover@m...>
Date: Mon, 31 Mar 1997 15:49:32 -0500
Subject: Re: Sensor Rules
> This is what I meant about the "modifiers trap." We now have modifiers
for
> the firer to hit, and modifiers for the target to get hit. And the
target's
> modifier is based on speed. Again, this system seems pretty
straightforward,
> but I think it would still slow things down noticeably. Again, I'd
have to
> try it before I was sure. What are the results of your playtesting? Do
they
> slow the game, or am I worried over nothing.
my experience with the my B5 modifiers is it slows the game some, but
nobody really seems to mind. I haven't playtested the sensors rules yet,
they are just off the top of my head. My explanation is more complicated
than it really has to be. (co-workers say my communication skills really
suck!).
> >I'm also toying with the idea of having to roll for a weapons lock,
but the
> >1st problem I have is how to avoid the ECM yo-yo that SFB players
swear by.
>
> I think that's starting to complicate things a tad. I look at FT as a
fleet
> game, and weapons lock seems more like what the weapons officer of a
> specific ship worries about, not the commander of a fleet.
>
> By the way, what is the ECM yo-you in SFB?
the ECM yo-yo is where you put a lot of power into ECM, forcing a target
lock roll, let it drop, force a target lock roll and repeat until the
other guy fails or you run out of power, whichever comes first. It's one
of my pet peeves with Star Fleet Battles.
Marshall