Re: Well, too interesting to drop all of the posts in this
From: Brian B <greywanderer987@y...>
Date: Wed, 28 Jul 2004 10:11:09 -0700 (PDT)
Subject: Re: Well, too interesting to drop all of the posts in this
--- Yves Lefebvre <ivanohe@abacom.com> wrote:
> 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.
If you're spending inordinate amounts of time weighing
individual enemy units' armor prior to movement, the
problem may not lie in the game mechanics....
I'm not
> sure this will enhance the game experience that much
> for the additionnal
> time spent.
And I disagree. I'm more than happy to spend an extra
few minutes playing in order to have a greater variety
of design options when I build my vehicles.
> >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.
Not that much more complex, if at all. As it has been
stated, the rules regarding determining facing are
already pretty clear-cut.
> Changing the "default" length of the game can be
> serious.
Again, if it's that serious a concern for you, and the
greater variety slows things down that much, then in
YOUR setting's design rules, limit it.
> Sure, you say people can put limitation on design,
> but you should see if
> the majority prefer longer game or not.
Or how about this? You design a game that will allow
people to play longer OR shorter games, and let them
decide? Then you don't have to eliminate ANY
significant portion of the consumer base.
>If not,
> people who prefer longer
> game could do the tweak themself.
Again, the point must have several levels of stealth,
because you missed it WIDE. By allowing any
configuration of armor, and providing a well thought
out, accurate points costing system, then the players
who prefer short games can use a design system that
limits armor, and the people who prefer long games can
use a design system that allows greater levels of
armor. In other words, by establishing a costing
system independent of a design system, you've made a
quantum leap toards the goal of a generic system.
=====
"In life, you must try and be the type of person that your dog thinks
you are."
- Anonymous
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