Card initiative
From: "Thomas Barclay" <kaladorn@m...>
Date: Tue, 27 Aug 2002 08:54:26 -0400
Subject: Card initiative
Allan,
I've repeatedly played SG with card initiative
(and FT). Giving the command units an
interrupt, and letting overwatch/reaction fire
take place, does make for a faster game. I think
the measuring and moving takes a fair amount
of the time, but the great amount of time I see
burnt in SG is player thinking. This seems to be
because players don't often think ahead and
know ahead of time what their reactions to
certain types of situation will be. Plus there is a
lot of "board eyeballing" to cheat lines of sight,
etc. But the card initiative thing is faster and a
little more tense, for sure.
Tomb.
PS - OO: I'm not sure I buy your comment that
the ONLY thing preventing us from making a
workable Gauss rifle is a powerpack. I suspect
that shielding the weapon or the user sufficiently
such that the EM pulse required to deliver a
penetrating hit isn't dangerous will prove
difficult. It's coming out even now that 20 year
old cell phones give an 80% risk of brain
cancer.... I think it more than likely that
accelerating ferrous needles to high velocities
will require a fairly gutsy pulse, and that
probalby won't be all that healthy to have your
head up against (as in using the optics on the
weapon).
---------------------------------------------
Thomas Barclay
Co-Creator of http://www.stargrunt.ca
Stargrunt II and Dirtside II game site
No Battle Plan Survives Contact With Dice.
-- Mark 'Indy' Kochte