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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


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