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Re: [GZG] Shield Reinforcement?

From: "Bobby Mock" <hansuke@g...>
Date: Wed, 19 Dec 2007 14:10:58 -0600
Subject: Re: [GZG] Shield Reinforcement?

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what you are thinking, but how about a simple version.

Each unused thrust point can be applied to either fore, port, starboard,
or
aft sections. This can be represented by using a small die with the
number
of applied points on the pertinent side of the model on the table. Those
points then absorb that many damage points that turn from hits on that
section.

Example: Kirk says 4 points to thrust and 2 points to aft shields. The
ship
plots as normal, but you place a die (2 pip up) directly behind the
model on
the table. That die is removed at the end of the turn, if no damage is
applied to that section. Otherwise, it will absorb 2 aft hits.

I know I am thinking FT2 in a FT2.5 world, but that's how I think.

Bobby

On Dec 19, 2007 1:29 PM, Doug Evans <devans@nebraska.edu> wrote:

>
> While thinking about adaptations to genre's, I couldn't recall anyone
> doing
> a form of shield reinforcement to do Cap'n Kirk's sterling command.
>
> I know that anything that seriously tries to do energy allocation
would
> cause most of us, including yours truly, to run screaming from the
room,
> but I suddenly thought, as often happens, of yet another way to
complicate
> the plotting step of a full thrust turn by suggesting plotting unspent
> thrust points on numbered firing arcs.
>
> My first thought was to suggest each point was a damage point, or
> proportional to size of ship, as, bigger ship, more expensive the
thrust
> point. Then I wondered about buying a shield upgrade with points on
the
> plotted arc.
>
> I know it doubles the complexity of firing by noting both firing ship
and
> target's arcs. Anthing that might come out of this would have to be
DEEPLY
> optional.
>
> Has this ever been tried before?
>
> The_Beast
>
>
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-- 
Bobby Mock
Google Talk: hansuke@gmail.com
QQ: 352969890


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