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Re: Well, too interesting to drop all of the posts in this

From: Yves Lefebvre <ivanohe@a...>
Date: Wed, 28 Jul 2004 12:46:15 -0400
Subject: Re: Well, too interesting to drop all of the posts in this

At 01:04 PM 2004-07-27 -0700, you wrote:
>
>--- Yves Lefebvre <ivanohe@abacom.com> wrote:
>
>> I think this might slow down the game for 3 reasons
>> :
>> 
>> - You have to remember more stat (as opposed to 1
>> value that you add 1 or
>> not depending if it's the front) or take the time to
>> look it up on your
>> data sheet.
>
>Wow, and looking down to see that "2" or "3" next to
>your tank's side will take all of what, 5 seconds?  I
>don't see this as being all that difficult.
>

Problem is that when you're planning your move, you may need to check
all
your opponent vehicule armor value to be sure to be at the right place
when
you fire. That's means a lot more planning and longer game turns. I'm
not
sure this will enhance the game experience that much for the additionnal
time spent.

>> - Might create more argument about the angle of
>> attack : Since you can
>> have, let say, front armor 8 and side 3, some degree
>> (angle) will do a big
>> difference. Since not all people play with vehicule
>> bases, determining
>> precisely which side get hit is problematic and will
>> be lot more important
>> than it is now.
>
>So establish a clearer more definitive rule for
>determining angle of attack.

The movement system is quite abstract (you can change your ending
facing).
Putting more importance on angle of attack would likely means you need a
more complexe movement system.

>> - Having bigger front armor value will make the
>> vehicule harder to destroy,
>> thus making the game last longer.
>>
>> Personnaly, I like the lenght of game that DS2
>> gives. The current armor
>> rule may not reflect reality but are good for the
>> game itself.
>
>I can't really think that's a serious concern.  But if
>you really want to limit armor to make games go
>faster, then establish limits to armor as part of the
>design system you use.  Remember, a lot of this is
>predicated upon making the costing system independent
>of the construction rules, so that you can come up
>with a myriad of different design parameters, but a
>uniform system for determining the combat value of the
>vehicles.  So if you don't WANT more powerful armor,
>don't ALLOW it in your game.

Changing the "default" length of the game can be serious. If new people
try
this game and find it last forever (or too short), it's not good. I find
DS2 to be quite ideal in game length. People I show the game also find
this
a selling point. 

Sure, you say people can put limitation on design, but you should see if
the majority prefer longer game or not. If not, people who prefer longer
game could do the tweak themself. 

Yves

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