FT Tsushima (was Re: Fighters)

3 posts ยท May 6 2002 to May 6 2002

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

Date: Mon, 06 May 2002 12:36:37 -0500

Subject: FT Tsushima (was Re: Fighters)

On Sat, 4 May 2002 09:18:11 -0400, "Laserlight" <laserlight@quixnet.net>
wrote:

> BTW someone has done FT Tsushima (or FT Jutland)--what URL? I need to

I've been working on it, actually, for a number of years. I've stalled out on
it right now. The issue is that beam effectiveness is linear with distance.
Shell fire is not. So, I've been looking at ways of representing that.

The other issue is that Full Thrust is a slow paced game. Actually, it's not
the pace that's slow, it's the amount of time it takes to kill a big ship. If
you make Russo-Japanese war battleships equivalent in hull boxes to an
FT battleship, you'd be the better part of a weekend trying to play out
Tsushima.

I have a system, right now, that sort of works as pre-dreadnought combat
and still looks a lot like FT. Unfortunately, to make it more accurate as a
pre-dreadnought game I have to move it away from FT...

From: Laserlight <laserlight@q...>

Date: Mon, 6 May 2002 14:14:39 -0400

Subject: RE: FT Tsushima (was Re: Fighters)

> BTW someone has done FT Tsushima (or FT Jutland)--what URL? I need to

Allan said:
> I've been working on it, actually, for a number of years. I've stalled

Variable range bands. First band is, say, 12"; second is 8"; third is 4". Or
something like that.

> The other issue is that Full Thrust is a slow paced game. Actually,

I'd be using 4-6 players, but I wouldn't be dismayed by reducing the
number of hull boxes. I guess the question would be, how many hits would it
take on average to do these guys in?

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

Date: Mon, 06 May 2002 13:25:39 -0500

Subject: Re: FT Tsushima (was Re: Fighters)

On Mon, 6 May 2002 14:14:39 -0400, "laserlight@quixnet.net"
> <laserlight@quixnet.net> wrote:

> Variable range bands. First band is, say, 12"; second is 8"; third is

I was thinking that. The trick is to come up with the right numbers. I'm going
to have to re-open this. It would be a shame not to finish it,
considering how much work I put into it.

> I'd be using 4-6 players, but I wouldn't be dismayed by reducing the

On average, it took 50 minutes of gunfire to sink a pre-dreadnought
battleship. This didn't include critical hits, of course, that took out
magazines and sent the ship crashing to the ocean floor in short order.

I originally had two sets of scales, "encounter" scale and "battle" scale. I
think that it would be best to just release it with "battle" scale to allow
refights of big battles.

Yes, definitely time to open it all up again...