Prev: RE: [SG] Vehicle design Next: Re: First game of FT

RE: GeoHex Page?

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Fri, 22 Dec 2000 06:56:27 -0500
Subject: RE: GeoHex Page?

I can get there now 6:54am est.

-----
Brian Bell
bkb@beol.net	
-----

> -----Original Message-----
> From: Sean Bayan Schoonmaker [SMTP:s_schoon@pacbell.net]
> Sent: Thursday, December 21, 2000 6:46 PM
> To:	gzg-l@csua.berkeley.edu
> Subject:	GeoHex Page?
> 
> Hi All,
> 
> Can anyone else access the GeoHex page at the moment. I get some sort 
> of Microsoft page when I try to access: http://www.geohex.com/
> 
> Schoon
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: [SG] Vehicle design
Date: Fri, 22 Dec 2000 14:45:46 +0100
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Andrew Martin wrote:

>>Specifically I'm trying to build an artilery Gear and I can't find
info on
>>how big an artilery piece should be.
> 
>In DS2, anywhere from small to large, or Size 1 to Size 5. IIRC, 3 to
>15 capacity points.

No, you're thinking of direct-fire weapons. The DSII artillery in the
rules are sizes 2 (light), 4 (medium) and 6 (heavy) only; all artillery
pieces use 3xsize capacity points (so 6, 12 and 18 respectively).

OTOH, the Very Light artillery featured the house rules on your
(Andrew's) page would be size 1, while Very Heavy artillery could be
just about any size from 8 and upwards. 

Regards,

Oerjan Ohlson
oerjan.ohlson@telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."
- Hen3ry
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: First game of FT
Date: Fri, 22 Dec 2000 15:02:15 +0100
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Glenn M Wilson wrote:

>Well, I had a first game of FT (plus lots of stuff from the later
books
>that I did not quite understand - SR/ER missiles, class 1 - 4 beams
>[replaces A, B, C ?]

Replaces AA, A, B and C. FB1 p. 6, "New beam battery designations",
explains this (and also the reason for the change).

>Also the movement (acceleration is carried over and applied the
>following turn?) was not quite as simple as it was explained in my
>mind.

No, acceleration is applied immediately (before you move). *Velocity*
(the velocity you have during this turn's move) is carried over to the
following turn. At least that's how Jon says he intended it :-/

IWO, the distance you move during a turn is (last turn's
velocity)+(this turn's acceleration).

>Pat gives you the copy of the ships you destroy in the game and I got
>'kill credit' for the Kravak damaged ship that was a delaying decoy on
>the right flank - an Arnold class HD with capability to hurt you if
you
>let it close with you, which I instinctively chose not to let occur.

Uh... I thought the Kra'Vak were on *your* side?

Regards,

Oerjan Ohlson
oerjan.ohlson@telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."
- Hen3ry
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: RE: GeoHex Page?
Date: Fri, 22 Dec 2000 09:40:42 -0500
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Try using Google's cache:  
http://www.google.com/search?q=cache:www.geohex.com/+Geohex+home+page&hl
=en

>From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
>Reply-To: gzg-l@csua.berkeley.edu
>To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
>Subject: RE: GeoHex Page?
>Date: Fri, 22 Dec 2000 06:56:27 -0500
>
>I can get there now 6:54am est.
>
>
>-----
>Brian Bell
>bkb@beol.net
>-----
>
>
> > -----Original Message-----
> > From:	Sean Bayan Schoonmaker [SMTP:s_schoon@pacbell.net]
> > Sent:	Thursday, December 21, 2000 6:46 PM
> > To: gzg-l@csua.berkeley.edu
> > Subject:	GeoHex Page?
> >
> > Hi All,
> >
> > Can anyone else access the GeoHex page at the moment. I get some
sort
> > of Microsoft page when I try to access: http://www.geohex.com/
> >
> > Schoon
>

_________________________________________________________________
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: SV: First game of FT
Date: Fri, 22 Dec 2000 15:48:28 +0100
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Pat Connaughton wrote:

> I am a member of the 'list and I've got a work-up in
> progress. I usually post the results of the scuffle to 
> my homepage with SSD's and a summary of the 
> game.
> 
> Then I usually let the 'list know and any interested 
> soul can check out the carnage.
> 
> Thanks for the recap, Nicely done.
> I'll let you know when and where we have another game
> 
> homepage - www.home.earthink.net/~ptconn

This address forwards me to http://www.megago.com/l/?, which doesn't
seem to be what it ought to...?

Oerjan Ohlson
oerjan.ohlson@telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."
- Hen3ry
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Cc: rodney.c.fernald@siemenscom.com
Subject: [ST] Some more thoughts on System Thrust
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>From: Sean Bayan Schoonmaker <s_schoon@pacbell.net>
<SNIP FROM HELL>
>From here, we can just say that ships within 1 MU may engage in FT
>style combat, and PRESTO, we have the basis for a system scale!

That is a fabulous bit of work, however it is missing one thing.  I've
begun 
to play around with the document someone else here pointed out -
Definitive 
Sensor Rules for FF&S2.  Basically what I want to go with your extremely

well done analysis is a hidden movement system with electronic
detection.  I 
differentiate detection between CONTACT and FIRE SOLUTION, the latter 
requiring much greater precision.

In my other gaming I play Battleground WWII and I am working out a
hidden 
movement system for that using computers.  What  have are a bunch of
really 
cheap interent terminals (Think NICs: $200 each).  My webserver has
software 
on it that allows the battlefield and all units to be tracked.	It goes 
beyond doing line of sight calculations.  It also considers light, sound
and 
environment and generates proper information from "something large
caliber 
fired from north of the building" to "you see a Falschimjager firing an
MP40 
from the second storey."  What makes it interesting, however, is each
player 
has a different perspective on where the enemy is and on what they think
the 
situation is.  A unit can be exposed and not know it as well.  The
system is 
set up so that when two units have LOS and both units are aware of each 
other they go on the table.  Once on the table the issue of being hidden
is 
no longer considered.  The software is pre-beta and is also an excuse to

learn Java2 and JSP so I will make a formal announcement some other time

when it is worth a preview.  Needless to say I have been making the 
components generic enough that it could be use for many other game
types.

Taking this back to Full Thrust:  If you consider the table to be where
the 
fight takes place and all units on the table are in active ping range
then 
anything that happens pre-battle will be off table.  You could have an 
interesting and easily done on paper with dice sub-game where you can
split 
your fleet up somewhat and have taskforces come in on different sides of
the 
table.	Further you could set up a reserve and have it come in a few
turns 
later.

In my hazy imagination of this I see a player, maybe you Dorothy and an
old 
woman named Aunty Em... Oops, need coffee... Ah much better

In my imagination I see a player, allocating ships to task forces.  This

player then tries to determine the make up of an enemy task force and
it's 
inbound vector.  Imagine a card with the task force data on it on a
stand.	
While the task force is undetected the player can change it's inbound
vector 
(Clockface around the table with starting speed type of vector.) Once 
detected it is flipped over and committed to battle.

Sensors and F/ECM are considered in the detection portion of the game.	
Perhaps no more than 3 turns are spent on this detection game?	Minimum 
Taskforce MD number determines total number of clockfaces the craft may 
change in 1 turn.  The three phases represent 3 rings of distance from
the 
junction point.  If a TF changes a clockface it doesn't move inward and
thus 
comes in a turn late...

Oh I like this idea.  It doesn't even need computers. I need more coffee
and 
time to think about it some more.

--Peter
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: [OT]Re: GeoHex Page?.. OA
Date: Fri, 22 Dec 2000 10:37:35 -0500
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>From: "chubbybob" <bob@retemail.es>
>nope.. right now that url leads to a microsft NT4 option pack.. wierd
eh???

Um, just from a web developers point of view, Microsoft IIS (Internet 
Information Server or Instantly and Immediately Sickening) defaults to
this 
web page (pointing out NT 4 Option Pack) when it is installed. I think
their 
site had problems, and they decided to recover from disk.  What you saw
was 
them rebuilding the sight.  If they had thought of it they could have 
changed thier internal DNS to point at another server with another page
in 
the interim, however it is more likely than not that their site is
hosted by 
another company and that other company didn't have another server with
their 
data on it or the time to set anything like that up.

In my experience NT crashes every 6 days requiring a reboot or at least
a 
restart of IIS.  That is why I hosted the Coldwars website on Apache.

Bringing this back to topic - any FT ship running NT must take a
complete 
System Threshold check (6) and all normal threshold checks are done at
+1.

--Peter
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Date: Fri, 22 Dec 2000 07:48:39 -0800 (PST)
From: John Fox <jfox@verity.com>
Subject: Merry Christmas and New Year Game
To: gzg-l@csua.berkeley.edu
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Hello Everyone:
  A message to tell everyone to have a Merry Christmas and a Happy New
Year.
  On the Happy New Year note
    On January 20th 2001 there will be a couple Full Thrust Games at the
South 
Bay Game Club meeting.	The games will start at roughly 11:00 AM on The
Saturda
y 
and go to roughly 4:00 AM (or until one side quits) whichever comes
first.
    Web Site:  http://www.armory.com/~sbgc/
    Information about the game is not up yet.
    
    John W. Fox


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