Re: Re: [GZG] Revised Salvo Missiles Update
From: Ground Zero Games <jon@g...>
Date: Thu, 29 Jun 2006 15:07:58 +0100
Subject: Re: Re: [GZG] Revised Salvo Missiles Update
> >If people are unhappy about the homing missile issue why are not
>people picking on the turn sequence that lets two ships fly past
>each other with a closest approach 3MU away but not fire until the
>end of the movement phase when the enemy is out of arc and or range.
>
>We ARE unhappy about that but haven't found a viable solution
>(except turn segments, but when we suggest that, people tend to turn
>pale, claw at their eyes, and moaning "No! No! Make it go away! No S
>F B, please please please aaaahh!!"-- I guess, based on the
>reaction, that S F B must be Sheep Fleet Battles).
Agreed, this is always going to be problem artifact of having a
non-segmented turn (which, as Laserlight so eloquently put it above,
we REALLY don't want....). While there seems to be no easy or
foolproof way around it, there was an interesting rule option
suggested by discussions on the test list a while back, along these
lines:
In simple terms, if two ships "cross" during a turn in such a away
that they would have been within 6mu of each other at and point of
the movement, then either or both players have the option of
declaring "CLOSE PASS" fire; in this event, the fire is resolved as
if it occurred at 6mu range or less, effectively point-blank fire as
the ships pass each other. This is a rather vague concept, and
unfortunately would be open to severe munchkinism; it could probably
only be made to work in strictly non-competitive games between
friendly and reasonable players! But, the concept is interesting, and
if it can be worded in such a way as to define things tightly enough
without it taking up 17 pages, then it may be worth looking at if
only as a very optional rule!
Jon (GZG)
>
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