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Re: FTIII Rules Tryout

From: Ground Zero Games <jon@g...>
Date: Wed, 11 Feb 1998 09:24:02 +0000
Subject: Re: FTIII Rules Tryout

>Are the FTIII playtest rules being discussed available somewhere.  I
seem to
>have missed them if they were posted to the list and would love to take
a look
>at them.

No, Brian, afraid they're not available yet outside a small group of
testers, all of whom received a confidentiality request NOT to discuss
them
outside their immediate play groups until they were more finalised and
developed; as inevitably happens, someone ignored this......
>
>However, being insufficiently informed in no way disqualifies me from
making a
>comment or two :)

Fair enough - everyone else is... ;)
>
>As for firing arcs, I've always thought that a system that used the
same
>twelve points as used for turning would be neat and easy to implement. 
A
>battery could swing through say 11-1 or such.	I've used these
notations in a
>couple of house rules, etc and it always seemed really easy since you
are
>thinking in those terms anyway...

Bringing the fire arcs more in line with the course points is one of the
main reasons for the shift to 6 arcs; 11-1 o'clock is actually the new
"Fore" arc under the 6-arc system, as each arc covers two "hour"
segments
of the course gauge. Despite a few fears mentioned in posts to this
topic,
we have no intention of changing to a hex-grid movement system, although
a
by-product of the rules changes will actually make this easier for those
who DO want to do it; we just recognise that MOST (not all, agreed)
players
use either hexagonal or clockface (eg GeoHex) bases for their ship
minis,
and bringing the fire arcs into line with the course clockface seems to
simplify things a lot.
>

>Later
>
>Brian

Jon (GZG)

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