Re: [GZG] FT as a fighter combat game?
From: <krimso@m...>
Date: Sun, 30 Apr 2006 20:08:06 -0400
Subject: Re: [GZG] FT as a fighter combat game?
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lMartin Connell & I
used a Full Thrust & FMA variant to run a fighter game at ECC VIII.
Although a little more in depth than what you all are talking about it
worked very well for our Attack on the Death Star scenario. We also had
a great time just getting into some dog fights during play testing.
Here is a link to Martin's page w/ picks of the con game, SSD's and a
rules review:
http://www.geocities.com/mxconnell/GZG8/deathstar.html
-Steve
----- Original Message -----
From: damosan@comcast.net
Sent: Friday, April 28, 2006 7:56 AM
To: gzg-l@lists.csua.berkeley.edu
Subject: Re: [GZG] FT as a fighter combat game?
You can easily convert FT into a "fighter" game.
The only thing I'd add (to start) would be individual crew positions to
the core systems block. There would be a symbol for the pilot,
co-pilot, weapons officer, signals officer, etc. Then, of course, you
have to apply the magic "the scale of the game now deals with fighters
and not ships.." sponge.
I have a set of racing rules online that goes into this somewhat. The
short version: very high thrusts, ships are allowed to "double their
output" but burn out their engines, individual gunners, pilots, and
engineers...
http://home.comcast.net/~damosan/rr1.htm
--
Damo
-------------- Original message ----------------------
From: "Derek Rogillio" <derek@rogillio.net>
> Has anyone put any thought or effort into modifying Full Thrust for
use as a
> fighter combat game? It shouldn't be that difficult, using the
standard
> capital ship templates for light, medium, and heavy fighters.
Fighters
> should probably get more thrust, and I would probably consider adding
> something in to give a benefit for the individual pilot and/or
gunner's
> skill.
>
> Am I reinventing the wheel here?
>
> --
> Derek A. Rogillio
> derek at rogillio dot net
>
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