New Thrust rules playtest results
From: PCARON <Pcaron@c...>
Date: Sat, 25 Apr 1998 21:13:55 -0400 (EDT)
Subject: New Thrust rules playtest results
Hey gang,
A friend and I just finished a FT combat playtesting a set of rules we
developed recently. These rules are designed to keep ship speeds down
to
around 20 or less. If you like high speed games then stop reading here
'cause you probably won't like these rules. If, however, you're
interested in slower speed combats (so fighters and missiles have a
chance
at hitting), read on. :)
There is no limit to how fast a starship can go (at least as far as the
game mechanics are concerned). There is a maximum safe TURNING speed,
however. We decided that 2*Thrust is about what we wanted. For every
point of speed a starship exceeds this safe turning speed, roll a d6 and
score damage as if it were a beam attack. Screens do NOT protect. This
is structural damage due to high speed turns.
Ok, so basically this REALLY slows things down. To compensate we added
one more thing; hull reinforcement. You can buy up to 3 levels,
protects
the vessel from turning damage as same level of screens. Doesn't help
against any other sort of damage though. (Just re-read this and it's
not
too clear. What I mean is if you have 3 levels of Hull reinforcement,
then it protects the same as 3 levels of Screens, FOR TURNING DAMAGE
ONLY).
Hull reinforcement cost: 1 Level = 1 * Hull cost
2 Levels = 2 * Hull cost
3 Levels = 3 * Hull cost
Hull reinforcement mass: 0 for all levels. (The cost is bad enough).
Playtest comments: I like these rules alot. Sometimes, you just gotta
make that turn, even if you're going way over the safe limit. Makes for
some really tense moments when you make the manuever and then roll the
dice. Creating sound effects to simulate creaking hulls adds to the
suspense. Hey, I think I'll tape record some creaking hulls from one of
my movies and play it whenever someone pulls a tight turn. (I've got
way
too much free time to goof off, don't I :)
We yell, "No guts, No glory", just before we start moving the ship.
Everyone immediately knows what that means (we had some spectators at
the
game). People were saying things like, "Gee, hope you don't snap your
ship in two". Just added a little more suspense to our games.
Thought I'd let people know about it in case they were looking for
something different to try with their FT groups.
Pete
=======================================================================
Peter Caron
pcaron@cris.com
"There is no nation on earth so dangerous as a nation fully armed, and
bankrupt at home."
Henry Cabot Lodge