From: Brian Bell <bkb@b...>
Date: Fri, 22 Dec 2000 06:56:27 -0500
Subject: RE: GeoHex Page?
I can get there now 6:54am est.
-----
Brian Bell bkb@beol.net
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: [SG] Vehicle design
Date: Fri, 22 Dec 2000 14:45:46 +0100
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> Andrew Martin wrote:
> Specifically I'm trying to build an artilery Gear and I can't find
No, you're thinking of direct-fire weapons. The DSII artillery in the
rules are sizes 2 (light), 4 (medium) and 6 (heavy) only; all artillery pieces
use 3xsize capacity points (so 6, 12 and 18 respectively).
OTOH, the Very Light artillery featured the house rules on your (Andrew's)
page would be size 1, while Very Heavy artillery could be just about any size
from 8 and upwards.
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: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: First game of FT
Date: Fri, 22 Dec 2000 15:02:15 +0100
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> Glenn M Wilson wrote:
> Well, I had a first game of FT (plus lots of stuff from the later
Replaces AA, A, B and C. FB1 p. 6, "New beam battery designations", explains
this (and also the reason for the change).
> Also the movement (acceleration is carried over and applied the
No, acceleration is applied immediately (before you move). *Velocity* (the
velocity you have during this turn's move) is carried over to the
following turn. At least that's how Jon says he intended it :-/
IWO, the distance you move during a turn is (last turn's
velocity)+(this turn's acceleration).
> Pat gives you the copy of the ships you destroy in the game and I got
Uh... I thought the Kra'Vak were on *your* side?
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: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: RE: GeoHex Page?
Date: Fri, 22 Dec 2000 09:40:42 -0500
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Try using Google's cache:
http://www.google.com/search?q=cache:www.geohex.com/+Geohex+home+page&hl
=en
> From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
_________________________________________________________________
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: SV: First game of FT
Date: Fri, 22 Dec 2000 15:48:28 +0100
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> Pat Connaughton wrote:
> I am a member of the 'list and I've got a work-up in
This address forwards me to http://www.megago.com/l/?, which doesn't
seem to be what it ought to...?
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: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Cc: rodney.c.fernald@siemenscom.com
Subject: [ST] Some more thoughts on System Thrust
Date: Fri, 22 Dec 2000 10:24:10 -0500
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> From: Sean Bayan Schoonmaker <s_schoon@pacbell.net>
<SNIP FROM HELL>
> From here, we can just say that ships within 1 MU may engage in FT
That is a fabulous bit of work, however it is missing one thing. I've begun
to play around with the document someone else here pointed out -
Definitive Sensor Rules for FF&S2. Basically what I want to go with your
extremely
well done analysis is a hidden movement system with electronic detection. I
differentiate detection between CONTACT and FIRE SOLUTION, the latter
requiring much greater precision.
In my other gaming I play Battleground WWII and I am working out a hidden
movement system for that using computers. What have are a bunch of really
cheap interent terminals (Think NICs: $200 each). My webserver has software on
it that allows the battlefield and all units to be tracked. It goes beyond
doing line of sight calculations. It also considers light, sound and
environment and generates proper information from "something large caliber
fired from north of the building" to "you see a Falschimjager firing an MP40
from the second storey." What makes it interesting, however, is each player
has a different perspective on where the enemy is and on what they think the
situation is. A unit can be exposed and not know it as well. The system is set
up so that when two units have LOS and both units are aware of each other they
go on the table. Once on the table the issue of being hidden is
no longer considered. The software is pre-beta and is also an excuse to
learn Java2 and JSP so I will make a formal announcement some other time
when it is worth a preview. Needless to say I have been making the components
generic enough that it could be use for many other game types.
Taking this back to Full Thrust: If you consider the table to be where the
fight takes place and all units on the table are in active ping range then
anything that happens pre-battle will be off table. You could have an
interesting and easily done on paper with dice sub-game where you can
split your fleet up somewhat and have taskforces come in on different sides of
the table. Further you could set up a reserve and have it come in a few turns
later.
In my hazy imagination of this I see a player, maybe you Dorothy and an old
woman named Aunty Em... Oops, need coffee... Ah much better
In my imagination I see a player, allocating ships to task forces. This
player then tries to determine the make up of an enemy task force and it's
inbound vector. Imagine a card with the task force data on it on a stand.
While the task force is undetected the player can change it's inbound vector
(Clockface around the table with starting speed type of vector.) Once detected
it is flipped over and committed to battle.
Sensors and F/ECM are considered in the detection portion of the game.
Perhaps no more than 3 turns are spent on this detection game? Minimum
Taskforce MD number determines total number of clockfaces the craft may change
in 1 turn. The three phases represent 3 rings of distance from the junction
point. If a TF changes a clockface it doesn't move inward and thus comes in a
turn late...
Oh I like this idea. It doesn't even need computers. I need more coffee and
time to think about it some more.
--Peter
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: [OT]Re: GeoHex Page?.. OA
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> From: "chubbybob" <bob@retemail.es>
Um, just from a web developers point of view, Microsoft IIS (Internet
Information Server or Instantly and Immediately Sickening) defaults to this
web page (pointing out NT 4 Option Pack) when it is installed. I think their
site had problems, and they decided to recover from disk. What you saw was
them rebuilding the sight. If they had thought of it they could have changed
thier internal DNS to point at another server with another page in the
interim, however it is more likely than not that their site is hosted by
another company and that other company didn't have another server with their
data on it or the time to set anything like that up.
In my experience NT crashes every 6 days requiring a reboot or at least a
restart of IIS. That is why I hosted the Coldwars website on Apache.
Bringing this back to topic - any FT ship running NT must take a
complete System Threshold check (6) and all normal threshold checks are done
at
+1.
--Peter
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Date: Fri, 22 Dec 2000 07:48:39 -0800 (PST)
From: John Fox <jfox@verity.com>
Subject: Merry Christmas and New Year Game
To: gzg-l@csua.berkeley.edu
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Hello Everyone: A message to tell everyone to have a Merry Christmas and a
Happy New Year. On the Happy New Year note On January 20th 2001 there will be
a couple Full Thrust Games at the South Bay Game Club meeting. The games will
start at roughly 11:00 AM on The Saturda y and go to roughly 4:00 AM (or until
one side quits) whichever comes first.
Web Site: http://www.armory.com/~sbgc/
Information about the game is not up yet.