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Re: [GZG] Threshold checks - how I do them

From: Ground Zero Games <jon@g...>
Date: Mon, 31 Oct 2005 13:25:46 +0000
Subject: Re: [GZG] Threshold checks - how I do them

OK, this is just a wild, off-the-cuff thought - is most definitely is 
NOT a proposal for doing FT3 this way, but just something to throw 
out to all of you for discussion! It is completely untested, mostly 
un-thought-through and quite possibly daft - but it just popped into 
my head while I was reading some of the recent posts on this topic:

[I should probably be posting this to the Test list rather than the 
main one, but what the heck - it's not a serious "OFFICIAL" 
suggestion (well, not unless everyone likes it...), so let everyone 
have a comment!!]

Count the number of systems on a given ship, and distribute that 
number of "C" (Critical) boxes evenly throughout the hull box track. 
Now, every time that damage reaches or passes a "C" box, roll 1 die - 
if the score is 1 or 2, there is no effect; if it is 3 or 4, then the 
TARGET ship's player gets to pick one system to be knocked out; on a 
5 or 6, the FIRER gets to choose!
[Alternative - every "C" box hit results in a system being 
automatically KO'd - a die is still rolled, if ODD then it is FIRER'S 
choice, if EVEN it is TARGET'S...]

Yes, the Target player will always sacrifice a relatively low value 
system, and the Firer will always go for something important - but 
maybe (especially with repairs being allowed) it will even out over a 
whole game - or then again, maybe it won't!  ;-)

Jon (GZG)
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