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Re: Diceless Full Thrust (was: more Graser observations)

From: <apter@b...>
Date: Sun, 21 Mar 2004 18:07:22 -0500
Subject: Re: Diceless Full Thrust (was: more Graser observations)

Then there is the really scary idea.  Full thrust the card game.
> 
> From: Charles Taylor <nerik@monkslode.fsnet.co.uk>
> Date: 2004/03/21 Sun AM 07:58:35 EST
> To: gzg-l@csua.berkeley.edu
> Subject: Diceless Full Thrust (was: more Graser observations)
> 
> In message <003501c40cb6$6fbaa2a0$6101a8c0@aoldsl.net>
>	    <bail9672@bellsouth.net> wrote:
> 
> 
> [snip]
> 
> > 
> > Hmm, is diceless Full Thrust feasible?   :D :D :D :D
> > 
> > Glen
> 
> I have actually considered this, but it does make some fairly
> significant changes to the mechanics.
> 
> Initiative can simply be the largest fleet goes first, in the
> event of a tie, the smallest points total goes first, it that
> is tied...
> 
> Beam-dice weapons can be simply made diceless by having each
> beam dice automatically result in one hit, this does, however,
increase
> beam effectiveness by 25%. So increase cost to 4× MASS.
> 
> However, screens then have to be totally re-designed - say each level
> of screens reduces the overall damage of a salvo by 25% (for
> screen-blocked weapons only, of course).
> 
> Salvo missiles - each salvo is 4 missiles on target, each doing 3
> damage.
> 
> Other weapons are harder to make diceless (I never found a
satisfactory
> way of doing most of them).
> 
> Unfortunately, we then have to find a way of making thresholds
> dice-less! One option is the Silent Death approach; distribute the
> ships systems among its hull boxes, when the box is destroyed, so is
> the system.
> For simplicity, get rid of damage control entirely.
> 
> As you can see, the result is a somewhat different game :)
> 
> Charles
> 
> 

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