Re: Starmada admiral edition - Movement probs
Ah btw, no need to reply right away, you folks enjoy your holidays for Elvis' sake!
This IS what I do for enjoyment...
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mj12games.com/forum → Starmada → Starmada admiral edition - Movement probs
Ah btw, no need to reply right away, you folks enjoy your holidays for Elvis' sake!
This IS what I do for enjoyment...
By frickin' George, I think he's got it!
YESSS!!!!!!!!!!
Looking through the new rules, is there anything 'balance-wise' that would be lost if just using the old movement rules over these new thrust-based rules? I like the fact that the new rules streamline damage allocation quite a bit but I fear that any time saved there would be lost in the plotting phase calculating the new movement system.
I would suspect that the first couple of turns might be a little time-intensive, but you should pick it up pretty quickly.
That being said, no, I don't believe there's any game balance difference between the new system and the old/basic system from Appendix D.
I think I'm getting this system better than some because it is something I tried to do to Full Thrust. I wanted to allow my thrust and speed to quickly make it clear what I should be able to do. This is close, in that it lets you say what you want to do and do a quick check that you can actually do it.
That's actually why I wrote the first version of the program that I was using to show Starmada movement. It was originally a Full Thrust program looking at possibilities, to see if it would be easy to see what you could do.
I'm looking forward to ordering a book when I get home and giving this a try.
andy
...I "got" the movement system on first read.
Yeah yeah yeah... good for me. :roll:
My point in mentioning that isn't to say "Nyah-nyah" to anyone, it's just to say that Dan wasn't completely off in thinking that he'd explained it in the rules.
Perhaps I just made the intuitive leaps the grasp the system on first read or I was "primed" to understand it because of concepts I'd read in other house rules online.
Obviously, there's room for improvement in the explanation and/or examples, but for some (at least one, me) it is intelligible as currently written.
So, to Dan:
Good work on the new version, and kudos on the dedication to constant improvement on MJ12's existing excellent products!
To the (constructive) critics:
Good job on the unrelenting pressure to improve!
Bwahahah!
--Flak
erm, I got it pretty much on the first read too. Admittedly I've played a lot of SX games using FT vector and cinematic movement and had to keep remembering the orders stated final velocity and not the thrust being applied, but the mechanics all made sense.
So well done Dan. The concepts may take some getting used to but overall very well described.
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