Re: RE: [GZG] Re: Fighter Fixes and Missile Debate
From: "Roger Books" <roger.books@g...>
Date: Thu, 29 Jun 2006 10:18:44 -0400
Subject: Re: RE: [GZG] Re: Fighter Fixes and Missile Debate
Gzg-l mailing list
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lIf a player is not
smart enough to proactively maneuver when facing Salvo
Missiles it makes for a short game.
As far as I am concerned the only problem with SMs is they may take up a
too much space and cost a bit much.
They are fine in one-on-one duals but are a bit week in Fleet actions.
Roger (FSE and Salvo Missile player with a fairly high accuracy.)
On 6/29/06, email@example.com <firstname.lastname@example.org> wrote:
> Dean said:
> >One of the complaints I had heard of the original Full Thrust was the
> lack of weapons that make a player maneuver. The Heavy Missile and
> the Salvo Missile did show up (with more later) so players have to
> them in their movement, weather they are fired that turn or not.
> But he doesn't know that he needs to maneuver until after he's written
> orders. If you want to force him to maneuver, perhhaps just before
> orders we should announce "launching ordnance"...
> And then maybe not place the missile markers until ships have made the
> first half of their move.
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