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Federation Commander A NEW fast paced board game of starship combat!
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ericphillips Commander
Joined: 16 Apr 2009 Posts: 702 Location: Los Angeles, CA, USA, Sol, Gould Belt, Orion Arm, Milky Way Galaxy, Local Group, Universe Beta
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Posted: Fri Aug 13, 2010 9:06 pm Post subject: Explaining Movement |
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When teaching noobz, what i the easiest way to explain the subpulse movement system in FC? How do I break this down so they get it. Currently, this is the least successful of my teaching; they get it, but it takes too long. _________________ "I could have been an adventurer like you, but I took an arrow to the knee." |
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Mike Fleet Captain
Joined: 07 May 2007 Posts: 1675 Location: South Carolina
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Posted: Sat Aug 14, 2010 1:41 am Post subject: |
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Along these same lines, I've taught several people the game and one of the biggest challenges is for them to keep straight the difference between "Impulses" and "sub-pulses". I wish ADB had used another term instead of "sub-pulses". Perhaps something like "steps" (or a similar synonym). That has caused even more headaches than rolling for massive amounts of damage on big ships using even the FC streamlined DAC.
To answer your question, though, my experience has shown me that it is important to explain to noobz the concept of movement simultaneity and how sub-pulses attempt to put it in terms of game mechanics.
I've put 2 or 3 ship counters (or minis) on the map and explained that each is moving at a different speed in an Impulse. By following the order and movement precedence of the sub-pulses, they can visualize not only HOW, but also WHY sub-pulse movement is done the way it is done. _________________ Mike
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Sandpaper gets the job done, but makes for a lot of friction. |
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Bolo_MK_XL Captain
Joined: 16 Jan 2007 Posts: 836 Location: North Carolina
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Posted: Sat Aug 14, 2010 2:34 am Post subject: |
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Really wish they had kept Impulse as it was and described the action section as something else --- |
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