G'day guys,
> And another thing. In your poll, Beth....
With that gentle nudge;)
Both movement styles saw the games end at about the same "thwacked point"
(much vapourised and heavies not too healthy). However as we have probably all
guessed by now it happened an awful lot faster in vector. Average game length
for vector was 3 turns, with the vast majority falling
within the range 2-6 and with the very occasional one out at 15+.
Whereas the average cinematic game lasts 7 turns, with most being done in
6-10 turns though a fair few last out to 15 turns (you also get the odd
one going longer, though you also get the very odd one being as short
turn-wise
as a normal vector game).
> about how many turns a game lasts in cinematic versus vector,
Very very true by the looks of it.
> As such, I would argue that missing a firing opportunity is
Yep. While denying fire is always an important issue I'd say it hurts
more/faster in vector especially if you can make it the turn they would
have had a solid opening fire on you (playing catch up, damage-wise, is
a lot harder in vector by the looks).
> I haven't played enough vector to know, but it would seem that
That's what I reckon at least;)
Have fun
Beth
> Both movement styles saw the games end at about the same "thwacked
This is one thing I've observed in FT2.5 that wasn't the case in FT2: the
weapons are simply deadlier than they used to be. Screens are at more of a
premium than they were, and the weapons that you needed to penetrate them are
less expensive, both in terms of points costs and in the vulnerability
tradeoff you needed from single arcs, dogfight weaknesses, or whatever. In FT2
you saw ships get killed halfway quickly, yes, but they were killed in smaller
numbers. Now, with salvo missiles, plasma, weaker screens, longer ranged pulse
torpedoes... things just die faster. Ships pretty rarely survive more than a
turn or three once the ordnance really starts flying.
One side amusement that I noted before: nova cannons and wave guns probably
don't do anywhere near as much damage as they should in this new system.
The
cost it takes to fire one (no maneuverability, all other weapons can't be
fired in the same turn, loss of some or all screens) is great enough that at
least some of the rules for them probably ought to be tweaked a bit. For about
the same mass (albeit with screens remaining effective) you can get about the
same power in plasma bolts and don't have to shut down most or all of your
other systems in order to fire them. Either the old genre superguns should do
more damage or some of their restrictions ought to be removed.
Of course, since it's something of a house rule to allow them in the first
place, I suppose those of us who _do_ use them probably can deal with
this. :)