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Re: cm scale

From: "Beep?? Whaddya mean, 'beep'? I don't speak 'beep'!" <KOCHTE@s...>
Date: Wed, 03 Dec 1997 07:56:45 -0500 (EST)
Subject: Re: cm scale

David Petterson writes:
>
>>Me, I would say any ship leaving the table is either
>>considered a 'mission kill' for the other side, or may not return to=
> the
>>playing field for 1d6 turns, 2d6 if this is abused too often. Period=
>. Don't
>>know what else we can do to help you here.
>
>=09You know, I really like this d6 idea, keeps it nice and simple, an=
>d gives you enough of an incentive not to run off the table edge.  Pe=
>rhaps the player can choose to be off the board for an extra few turn=
>s on top of that, and get to choose where it comes back on on that ta=
>ble edge?  An attempt to simulate the Captain making some course adju=
>stments on the way back in.  Or would that unbalance things?

Well, that actually hasn't ever cropped up in our games. The mere threat
of being off-table and out of play for up to 6 turns has provided
sufficient
incentive to *not* go off the table (though I have fudged if the ship
was
going off the table just a wee little bit when I've run games at cons -
as
long as the ship in question could *easily* get back on the table again
next
turn! but that's a judgement call I make as a ref, not a mutual player).

As for having Captains chose where they will enter again, that could get
tricky, and I think, detract from the incentive to not go off the table.
Think this way: you have a high-mass low-maneuverability ship who just
'happens' to drift off the table. You roll a d6 and it comes up '1'. Oh,
so you think, you'll just spend a few extra turns off-table, then appear
directly *behind* the enemy A half-dozen A-batts (or AA-batts, or
whatever)
up the butt without effective response essentially gives you free shots.

Yeah, I can see the 'extra turns to come in where you want' being abused
unless you slap some serious limitations on it.

For me, my feeling would be to have the ship return to the table at the
same spot it went off, at the same speed, heading perpendicular to the
edge of the table, should a ship go off the edge of the playing field.
Contrived? Yes, most definitely. But unless you're doing a floating-map
enviroment, this should give incentive for players to stay on the table,
and in the battle.

My other thought, and one I have enforced before, is the 'mission kill'
idea. If a ship leaves early, they are counted for victory pts to the
enemy, and they disengage, not to return (now if your ship is heavily
wounded, this is not necessarily a *bad* thing; outright kills ought to
be worth just a little more than 'mission kills' in my book)

Mk
------------------------------------------------------------------------
- 
Life is an ever swirling, sucking, eddy of dispair, which is filled with
moments of false hope in an ever blackening universe


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