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Federation Commander A NEW fast paced board game of starship combat!
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Kang Fleet Captain
Joined: 23 Sep 2007 Posts: 1976 Location: Devon, UK
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Posted: Sat Jul 23, 2011 10:32 am Post subject: |
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Savedfromwhat wrote: | can someone please list the concerns for adding speed limits? |
Well this ain't a list but for me the main concern is simplicity. You don't need to remember who was at what speed last turn, so no record keeping is required.
The main thing for me is that it would not be simple. Sure, it looks simple, but there would have to be a whole slew of rules for interactions between acceleration and the rest of the rules. Added to that, there is already a perfectly good set of rules in place that work. It's been said before: this is not SFB and nobody wants it to be made into SFB one rule at a time.
Realism is also not a factor. Because there's no such thing as warp physics (Oooh, burn that heretic!!), who's to say how objects behave under those conditions? Basically a designer can say what they like and put in place sufficient techno-babble to explain their rules, but at the end of the day it's the designer who has the final say. We are extremely lucky in having a designer who listens to his players; not all of them do, and I for one would not want to abuse that privilege. If it ain't broke, don't fix it! _________________
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Savedfromwhat Commander
Joined: 23 Aug 2007 Posts: 657
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Posted: Sat Jul 23, 2011 5:45 pm Post subject: |
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Sorry Kang my AMERICAN ENGLISH AND IMPROPER SYNTAX HAS FAILED ME YET AGAIN I meant to ask:
"What are the problems that people are experiencing that they believe speed limits will fix?" |
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Kang Fleet Captain
Joined: 23 Sep 2007 Posts: 1976 Location: Devon, UK
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Posted: Sat Jul 23, 2011 7:02 pm Post subject: |
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Savedfromwhat wrote: | Sorry Kang my AMERICAN ENGLISH AND IMPROPER SYNTAX HAS FAILED ME YET AGAIN I meant to ask:
"What are the problems that people are experiencing that they believe speed limits will fix?" |
Hehe nice one _________________
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gar1138 Lieutenant Commander
Joined: 10 Jul 2007 Posts: 346 Location: Eugene, OR
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Posted: Mon Jul 25, 2011 6:38 pm Post subject: |
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Savedfromwhat wrote: | Sorry Kang my AMERICAN ENGLISH AND IMPROPER SYNTAX HAS FAILED ME YET AGAIN I meant to ask:
"What are the problems that people are experiencing that they believe speed limits will fix?" |
This thread talks about the issues in a little more detail:
http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?t=3417
Garrett |
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Sneaky Scot Commander
Joined: 11 Jan 2007 Posts: 475 Location: Tintern, Monmouthshire
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Posted: Tue Jul 26, 2011 9:46 am Post subject: |
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"Because there's no such thing as warp physics (Oooh, burn that heretic!!)"
Sorry Tony, but I think we ought to be a bit more Pythonesque.
STONE HIM!
Right, off to buy a packet of gravel... _________________ Nothing is quite as persuasive as a disruptor pistol on slow burn and a rotisserie...... |
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Kang Fleet Captain
Joined: 23 Sep 2007 Posts: 1976 Location: Devon, UK
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Posted: Tue Jul 26, 2011 6:36 pm Post subject: |
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Hehe nice one Steve _________________
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storeylf Fleet Captain
Joined: 24 Jul 2008 Posts: 1897
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Posted: Fri Aug 19, 2011 10:06 am Post subject: |
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Large time differences and busy lives have meant it has taken a few weeks and few sessions, but Paul and myself have managed to play the Kzinti vs Fed matchup that Paul mentioned on a floating map. Technically the game is still going, but I think it has got to the point of showing that running with all photons overloaded is a bit of a non starter, in that matchup at least.
Breifly:
We started at range 35, Paul went EM and and speed zero to start and dumped all power to photons. I closed and launched drones and exchanged some minor direct fire.
Turn 2 - 10.
I maintained range keeping drones between me and the Feds. Firing disrupters and phasers at the CS, the drones concentrated on one NCA. I made a few manouvering mistakes, which allowed him to get out of range on turn 3 and repair some shields. By end of turn 7 the CS was taking internals and had shield 2 and 6 down or pretty close (and other shield damage scattered around), at which point he split his CS off to again look to get out of range, whilst his NCAs tried to keep me from closing on it. I made a really bad mistake which let all of his ships get out of range. At no point during these turns did the Feds come close to firing overloads.
turn 10+
At that point he was able to spend as long as he wanted repairing shields etc with the bit of spare power he had (I think we worked it out at something like 30 turns, which we didn't actually play out). The Feds also dropped a couple of photons on both his NCAs, having, I think, also concluded that he would never get anywhere holding all overloads.
So at the moment, if we continue, we are essentially starting with everyone being fully repaired and fully armed, but with the Feds having a mix of standard and overload photons.
Paul then had to rush off for work, so I didn't get to discuss much about the game with him. Hopefully we will get together in a couple of weeks and either carry on, or restart properly to allow him to try out a modified strategy. Also hopefully I will make a few less boobs, for which I naturally blame the distracting UI |
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