Re: Designs systems
From: Donald Hosford <Hosford.Donald@A...>
Date: Thu, 08 Jun 2000 02:29:50 -0400
Subject: Re: Designs systems
IMOHO (In My Own Humble Opinion)
The vehical system had flaws also. Because the ground vehicals were not
mechs,
they had an extra "framing and such" that was added to the mass of
Fusion
reactors. This made them almost the same size as the ICE engines.
How did this one slip by them?
Donald Hosford
Mikko Kurki-Suonio wrote:
> Brian writes:
> > And Battle Tech, and most other games that offer "official" designs
> > and a custom design section. "Official" designs tend to be more
> > multi-purpose and usually are not built to exploit a particular
system
> > or rule. Custom designs sometimes are built to this purpose.
>
> No, the problem with BTech (at least classic, I quit when the clans
came)
> was not really the nature of the sample designs but the quite simply
the
> fact that the design system was broken.
>
> E.g. there was no good reason to *ever* take less than maximum
> armor. Some weapons (e.g. MGs) were not only suboptimal, but downright
> dangerous to have (ever calculated how much damage an exploding MG
ammo
> bin does?)
>
> The sheet mechs were built around the images in their licensed and
house
> artwork, so they ignored obvious clues like the above. Custom ones,
OTOH,
> chucked image and built for pure game effectiveness.
>
> Likewise, in the old days of FT2 it was possible (downright simple, in
> fact) to take any sheet ship and design a one that was better *in*
*every*
> *way* for pretty much the same points.
>
> But this isn't the case with every game. Sky Galleons of Mars provides
> very good sheet designs for example. DP9 systems look rather good. And
it
> certainly doesn't *need* to be the case with any game.
>
> I haven't tested FB design system enough to give an informed opinion,
but
> it at least looks much better than the old system.
>
> --
> maxxon@swob.dna.fi (Mikko Kurki-Suonio) | A pig who doesn't
fly
> GSM +358 50 5596411 Tel +358 9 8092681 | is just an
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