Prev: RE: FT - No initiative simultaneous fire Next: Re: [OT] You just can't keep a good man down...

Re: FT - No initiative simultaneous fire

From: "bkb@b..." <bkb@beol.net>
Date: Tue, 17 Apr 2001 11:39:53 GMT
Subject: Re: FT - No initiative simultaneous fire

avid Rodemaker writes:

>> >> One way I`ve tried involved simultaineous fire and using
innitiative to
>> >> decide which side moves first (the loser in initiative), with
>> ships moving
>> >> without writing orders, like battletech. You lose a lot in the
>> chance of
>> >> miss orders and guessing where the enemy will move, but it does
>> >> speed up the
>> >> game immensly. Hell, I`ve even tried a hex based system, with
>> >> ships able to
>> >> alter there course by 1 hexside facing for a thrust based on
>> their speed
>> >> divided by their thrust rating (ie-1 thrust point for a thrust
>> 6 ship to
>> >> alter course by 1 hexside at speed upto 6 hex per turn). It
>> ends up as a
>> >> totally different game, but was interesting.
>> >
>> > Has anyone tried the opposite? Simultaneous movement (plotted) and
then
>> > Init. fire by ship? I have to admit, I prefer Init. by ship because
it
>> > allows for Crew Quality modifiers, etc.
>> >
>> > David
>> > 
>>
>> Isn't this the standard way?
> 
> I was thinking of "true" random initiative as opposed to alternating
forces.
> Can really screw a player (What do you *mean* all of her ships fire
before
> mine...) but that's life <g>. 
> 
> David 
> 

Ahhh.
This is the way I run my PBEM games. I assign a random shooting order to
all 
the ships (and a seperate random shooting order to fighters). 

 -----
Brian Bell
bkb@beol.net
http://www.ftsr.org


Prev: RE: FT - No initiative simultaneous fire Next: Re: [OT] You just can't keep a good man down...