Re: [GZG] what's the latest news on Full Thrust (John Lerchey)
From: Robert Makowsky <rmakowsky@y...>
Date: Tue, 21 Dec 2010 06:10:25 -0800 (PST)
Subject: Re: [GZG] what's the latest news on Full Thrust (John Lerchey)
Agree with IFF, if it is not possible to avoid a friendly unit this is a
weapon
that would not be fielded. Or if it as would have extreme use
requirements (see
Visual Identification requirements for Air to Air missiles) that it
should never
be used in vcty of friendly ships.
I was going to then talk about how current missiles can either tail
chase or
plot intercepts but I think that real-world already done algorithms seem
to have
no place in GZG.
Bob Makowsky
Happy Holidays!
----- Original Message ----
From: Tom B <kaladorn@gmail.com>
To: gzg-l@mail.csua.berkeley.edu
Sent: Thu, December 16, 2010 5:15:12 PM
Subject: Re: [GZG] what's the latest news on Full Thrust (John Lerchey)
John:
I know every captain my fleet would be screaming for me to put an IFF
on the SMs so they don't target friendlies. That's seems obvious to
me.
In many other games, if I get a 'roulette' weapon (big damage on the
foe sometimes, little damage to the foe other times, and possibly
small or large damage to me), I try to trade it off for a smaller,
more preditable damage dealing system.
Damage self is not a mechanic I'm fond of in a weapon system. Well,
unless you count throwing molotovs at my own feet when surrounded by
zombies in Left 4 Dead, but that's a special case.
I like the guessing game for missiles, I'm just not fond of the fact
it doesn't scale somewhat more mildly with speed and thrust increases.
I don't mind having some choices about marker placement in a game, but
it seems to me if ships can do all these crazy manouvers, missiles
ought to be able to keep up.
Of course, if your placement were after the move, you'd be able to
engage at any speed assuming you could bear. But then you could focus
the missile strike very specifically, which isn't what is desired in
an SM for flavour reasons.
Maybe:
Place markers after move.
D6 for how many SMs acquire targets.
Missiles randomly attack a ship in the target zone. (IFF protects
friendlies)
PDS etc. then apply.
This would make SMs still subject to some BJs, it would still make
them not gauranteed punch-outs for your key ships, but still a threat.
Doing random allocation between the SDN and its 30 BJs in a near
cluster may well be not administerable with D6s however.
Or:
Place markers after move.
All salvos produce 6 missiles. Firer rolls D6. That's how many
missiles he gets to allocate to targets of HIS choice. The remainder
are allocated by defender to targets in range of DEFENDER's choice.
(Alt mechanic: Roll D6 per missile. On 4+, FIRER allocates, on 3-
DEFENDER allocates).
PDS/etc. then apply.
This makes SMs have a predictable damage curve overall (or more
predictable), jammers have some point (they will tend to soak up 2.5
of 6 missiles if in the area), but BJs aren't the be all end all and
neither is speed.
Tom B.
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