[FT] Alternate Core Systems

3 posts ยท Dec 1 2000 to Dec 4 2000

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Fri, 1 Dec 2000 17:15:32 -0500

Subject: [FT] Alternate Core Systems

A long time ago, someone generated alternate, less catastrophic rules for
Core Systems. Someone else (Jared?) came up with an alternate _set_ of
core systems altogether. A rudimentary look hasn't turned up either. Can
anyone point me to them or send them to me?

Noam
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Subject: Re: [FT] Can't access FT Computer Core
To: gzg-l@csua.berkeley.edu
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Worked for me, AFTER I turned off Java/Javascript.

Stupid Geocities...

The_Beast

-Douglas J. Evans, curmudgeon

One World, one Web, one Program - Microsoft promotional ad
Ein Volk, ein Reich, ein Fuhrer - Adolf Hitler
From - Mon Dec 04 11:29:39 2000
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From: "Dave Strebe" <strebe@intergate.bc.ca>
To: <gzg-l@csua.berkeley.edu>
References: <200012012200.OAA09297@shell3.ba.best.com>
Subject: Re: [FT] Can't access FT Computer Core
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Try this it works OK for me

http://www.geocities.com/Area51/Station/3565/index.html

Dave
[quoted original message omitted]

From: Allan Goodall <agoodall@a...>

Date: Fri, 01 Dec 2000 22:01:41 -0500

Subject: Re: [FT] Alternate Core Systems

On Fri, 01 Dec 2000 18:40:00 -0800, Sean Bayan Schoonmaker
> <s_schoon@pacbell.net> wrote:

> Very nice. I like this little modification very much.

Thanks, Sean! I use the same modification in the "Full Steam" rules I'm
working on. The difference is that I have 6 critical effects, not just three.

The modification works fine in practice. It's also slightly faster to resolve
than the actual rules.

Allan Goodall awg@sympatico.ca
Goodall's Grotto:  http://www.vex.net/~agoodall

"Surprisingly, when you throw two naked women with sex toys into a living room
full of drunken men, things
always go bad." - Kyle Baker, "You Are Here"
From - Mon Dec 04 11:29:58 2000
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Date: Fri, 1 Dec 2000 19:05:14 -0800
To: gzg-l@csua.berkeley.edu
From: Tony Christney <tchristney@home.com>
Subject: Re: [FT] Vacuum-Head Help Required!
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I'll try not to go over ground that has already been covered...

> Okay, Breathers of The Cosmic Emptiness, please share with me your

One advantage of using geosynchronous orbits is that you can save big on the
ground. Since the satellites will be over the same part of the planet at all
times, you can have fewer ground stations controlling the action. On the other
hand, if you only have three or four command and control centres, then you are
making a ripe target for the enemy.

> Q4: Would your answers to the above questions change, and how, if these

There are arguments for placing surveillance birds in both orbit types. That
is why both the US and Russia have both types. Geosynch orbits
for early warning satellites, non-synchronous orbits for high-res
photography.

I don't think that satellites would make particularly good ortillery
platforms. I think that you would want a platform that could deliver ordinance
to any place on the planet on demand. Especially in the fast paced world of
DS2.

> Q5: Is there any modification to weapon attacks against these platforms

Depends. You could have an argument about them being very small relative to
ships, and if they are pure weapons platforms without sensors they may be very
difficult to detect. This is how I would design the system. A large and
relatively inexpensive sensor net, broadcasting target info in all directions.
A smaller number of more expensive weapons platforms built to be very hard to
detect. These would be completely
passive (sensor-wise, hehe)

> Q6: Should these be constructed as ships without drives or FTL but

Yes. But you may also want to do away with life support, etc. as well.
Basically a hull with weapons poking out of it.

> My thanks (in advance) for the replies from the many learned members of

--

Tony Christney
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References: <4.2.2.20001201091143.00a25a70@pop.hba.marine.csiro.au>
<4.2.2.20001201142224.00a33a60@pop.hba.marine.csiro.au>
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On Fri, 01 Dec 2000 14:25:51 +1100 Beth Fulton
> <beth.fulton@marine.csiro.au> writes:

Mostly it was what I saw and didn't see in the previews.

Gracias, Triphibious/Glenn (first war game played 1959)
Triphibious Marines = Nektons. Not all Frogs are French, or even Human!
Nektons, be all the Marine you can be! Resistance is EVERYTHING! [And
MANDATORY!]

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Subject: Re: Phalon only supplement
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On Fri, 1 Dec 2000 10:25:37 -0500 "Peter Mancini"
<peter_mancini@msn.com>
writes:
> This is a multi-part message in MIME format.
Gives new meaning to a 'down the throat' shot.

Did I really type that? Oh well, at least I can still find the gutter...

Why is it that these Phalon threads go 'rated X' so fast?

Gracias, Triphibious/Glenn (first war game played 1959)
Triphibious Marines = Nektons. Not all Frogs are French, or even Human!
Nektons, be all the Marine you can be! Resistance is EVERYTHING! [And
MANDATORY!]

________________________________________________________________
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> On Fri, 01 Dec 2000 09:39:43 -0600 Andy Cowell <andy@cowell.org> writes:

> It's my understanding that Phalon battle tactics stress going prone

Good, I'm not the only one with a demented mind...

> Seriously, when sculpting the Phalon ships, what was the

Worse, ask you significant other to buy them for you for Christmas... Ooooh,
the visuals of her in the game store looking at the miniatures is... painful.

Gracias, Triphibious/Glenn (first war game played 1959)
Triphibious Marines = Nektons. Not all Frogs are French, or even Human!
Nektons, be all the Marine you can be! Resistance is EVERYTHING! [And
MANDATORY!]

________________________________________________________________
GET INTERNET ACCESS FROM JUNO! Juno offers FREE or PREMIUM Internet access for
less! Join Juno today! For your FREE software, visit:
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On Thu, 30 Nov 2000 22:29:25 -0800 "Laserlight" <laserlight@quixnet.net>
writes: <snip>
> Beth said

You two are no help. 8^)

Gracias, Triphibious/Glenn (first war game played 1959)
Triphibious Marines = Nektons. Not all Frogs are French, or even Human!
Nektons, be all the Marine you can be! Resistance is EVERYTHING! [And
MANDATORY!]

________________________________________________________________
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On Fri, 01 Dec 2000 14:25:51 +1100 Beth Fulton
> <beth.fulton@marine.csiro.au> writes:
I'll see if Janice is interested in watching the video release. Maybe I'll
enjoy it despite the one reviewer who has a clue in Saint Louis arts articles
and a Star War's Fan was totally bummed out over the movie. And the others,
while critical [that's their job] liked it over all (usually 100% guarantee
that I won't.) The kids want to see all of the original trio (girls' ages 12
going on 21 and seven going on eight.)

Gracias, Triphibious/Glenn (first war game played 1959)
Triphibious Marines = Nektons. Not all Frogs are French, or even Human!
Nektons, be all the Marine you can be! Resistance is EVERYTHING! [And
MANDATORY!]

________________________________________________________________
GET INTERNET ACCESS FROM JUNO! Juno offers FREE or PREMIUM Internet access for
less! Join Juno today! For your FREE software, visit:
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From: "Pat Connaughton" <patconnaughton@earthlink.net>
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References: <Pine.GSO.4.21.0012010746400.25137-100000@poppc.stsci.edu>
<3A2842E2.26B61853@nycap.rr.com>
Subject: Re: Winter War 28 & Cold Wars
Date: Fri, 1 Dec 2000 22:39:28 -0600
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Planning on running at least two Full Thrust scenarios at WinterWar 28.

Let me know if there is any interest in playing/designing
to fit in.

Thanks Pat Connaughton

From: Daryl Lonnon <dlonnon@f...>

Date: Mon, 4 Dec 2000 10:39:24 -0700 (MST)

Subject: Re: [FT] Alternate Core Systems

> On Fri, 1 Dec 2000 17:15:32 -0500 , "Izenberg, Noam"

Mark Kochte posted one of the alternative, less catastrophic Core System rules
(in case you do a search for it... assuming the archives are still
searchable). It was Daryl Poe's adaptation, and having used it once or twice I
recall the following:

Communications Hit (telephone symbol): The ship now fires LAST of all vessels,
due to the fact that it cannot coordinate fire with it's sister ships.

Navigation/Computer Hit (computer symbol): The ship leaves a blank
line for it's next order phase AND writes orders for one turn in advance.
Every order writing phase it writes orders for one turn in advance. Should
this be repaired, orders written in advance may be rewritten on the next
orders phase.

I'm drawing a blank on the third one :-(

It might be on Mark's website, but I'm drawing a blank on where that is.

DarylL
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Date: Mon, 04 Dec 2000 12:50:53 -0500
From: Indy <kochte@stsci.edu>
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> Daryl Lonnon wrote:
[...]
> It might be on Mark's website, but I'm drawing a blank on

Right here! :-)

http://www.bcpl.net/~indy/full-thrust/core-systems.html

Mk
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From: Daryl Lonnon <dlonnon@frii.com>
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Subject: Re: [FT] Salvo Missile Range
In-Reply-To: <200012031102.MAA03837@d1o902.telia.com> from Oerjan Ohlson
at "Dec 3, 2000 11:46:04 am"
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[Charset ISO-8859-1 unsupported, filtering to ASCII...]
> Peter Mancini wrote:

It keeps coming up because from a reality perspective the way it works now is
so broken, and the fix seems so easy. People play vector, in part, because it
feels more like "realistic" space combat. But it doesn't with regards to
missiles and fighters, since they move
non-newtonian.

But you are right, the simple fix will lead to balance problems, where the
ship with the biggest thrust will have an even larger advantage than they
normally enjoy in vector.

My question is, is there a way to fix it, retaining a pseudo newtonian feel
throughout the game?

My first thought, is that if high vector passes for missiles and fighters are
a problem, make them less attractive.

Measure the distance between the end points of the each vector, for each 8" in
seperation, subtract one from the die to hit.

Justification: Missiles/Fighters don't have the size to carry the
massive computers required to deal with targeting during high vector passes.

Any other thoughts?

DarylL who likes the idea of vectoring the whole game.
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Date: Mon, 04 Dec 2000 12:11:04 -0600
Subject: Re: Winter War 28
From: "Joseph Arnold" <jdarnold@siu.edu>
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If it makes ya feel better, I'm running a SG "mini-campaign" at Egyptian

Campaign in Carbondale, Ill. 13-15 April. Carbondale is about 1 1/2
hours
from St. Louis. Shoot me an e-mail offline if interested in more detail.
Jay
PS-Don't tell the Gouge Workshop folks, but I use GW figures in un
"chapter aproved" paint schemes, formations and rule systems! Gasp!

----------
> From: Noel Weer <nsweer@ice.net>

> Thanks all for pointing out the West Coast event also.
From - Wed Dec 06 17:41:14 2000
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
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> Indy wrote:

> Also, missiles should be spoofable just as they are in real life.

SMs yes; MTMs no - they don't have any 'to hit' rolls.

Oerjan Ohlson oerjan.ohlson@telia.com

"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: [FT] Salvo Missile Range
Date: Mon, 4 Dec 2000 19:37:12 +0100
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> Daryl Lonnon wrote:

> <sigh> This only about the fifth time I've seen this one suggestion

But when comes up for the fifth time in the same thread within a month
or so - OK, only the fourth time since Peter says this last one was an
accidental re-post - I'm getting a bit worried about people's
memories... Thus the <sigh> :-/

Regards,

Oerjan Ohlson oerjan.ohlson@telia.com

"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
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From: "Barclay, Tom" <tomb@bitheads.com>
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Subject: [DS2] more on firecons, weapons systems
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1) Thanks for the feedback on GMS/P (Brian's web page called it GSM
systems, but when I hear of that I think of European cellphones). I think I
like the version that proposes it as 2400m range, 1 capacity point (unless
carried by a team), guidance as purchased, 1 chit of red or yellow validity.
It fits well with a very standardized progression of GMS. Other ideas from the
same piece about oversize GMS occur to me as good substance for some SG2
conversions.

2) Thanks for the feedback on multiple target engagements. Everyone suggested
if you wanted to have multiple weapons engaging multiple targets, buy multiple
firecons (each as a separate turret). The case I'm thinking of (the Hammer's
Slammers combat car) features 3 APSWs which would not require firecontrols
since they are pintle mounted. They need more crew, but ultimately they don't
need more firecon. They should probably be able to fire at whatever the gunner
can see. Should this have a cost increase? I think so. I think any multiple
engagement system should (instead of doing the complex thing of buying
multiple firecons) just have a charge assessed
for that capability. This also covers multiple co-axial weapons systems
firing at more than one target in a round (firing two diverse weapons at the
same target is probably no better than firing two of the same weapon, so that
situation isn't a big concern). Being able to engage multiple targets (not
counting your 1 free APSW) should cost extra pointage, if you care about point
balance.

3) We've already had a running discussion on how to implement larger
anti-armour weapons like an 84I mm RR into SG2. It strikes me this could
be included into DS2 as well but I haven't looked at the details yet. Anyone
done this type of a weapons system?

4) I haven't seen ideas from anyone yet on how to handle something like a 76mm
or 90mm Low Pressure Gun. HVC doesn't seem like the right model to me. These,
if I understand correctly, are fairly dangerous to infantry, buildings, and
lightly armoured or unarmoured vehicles, but fare very poorly in terms of
range and penetration versus real tank cannons like the HVC.

5) Has anyone tried using SG2-ish unit quality for troops or other units
in
DS2? If so, what ranges/validities/etc did they use? In DS2, quality
doesn't seem to be as much of an issue as in SG2. I'd like to suggest that
perhaps it is just as important? I know it matters if you have a state of the
art TI system on your tank or not, but it probably also matters how well
trained your guys are.