[GZG] FT as a fighter combat game?

18 posts ยท Apr 26 2006 to May 1 2006

From: Derek Rogillio <derek@r...>

Date: Tue, 25 Apr 2006 23:15:24 -0400

Subject: [GZG] FT as a fighter combat game?

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lHas anyone put any
thought or effort into modifying Full Thrust for use as a fighter combat game?
It shouldn't be that difficult, using the standard capital ship templates for
light, medium, and heavy fighters. Fighters should probably get more thrust,
and I would probably consider adding
something in to give a benefit for the individual pilot and/or gunner's
skill.

Am I reinventing the wheel here?

--
Derek A. Rogillio derek at rogillio dot net

From: Dean Gundberg <dean.gundberg@n...>

Date: Tue, 25 Apr 2006 22:27:05 -0500

Subject: RE: [GZG] FT as a fighter combat game?

> Has anyone put any thought or effort into modifying Full Thrust for

> Am I reinventing the wheel here?

It was thought of long ago......
http://www.homegame.org/siefert/uftwwwp/files/fighter.zip

From: Doug Evans <devans@n...>

Date: Wed, 26 Apr 2006 08:13:59 -0500

Subject: Re: [GZG] FT as a fighter combat game?

I know I've seen adaptations attempted, or at least discussed, for aircraft,
in case that's what you're thinking, as opposed to space fighters, It don't
remember any details. Likewise, dashing this off in the odd second, so can't
do a proper Google crawl.

Must say that the folks doing the adapting, like the folks trying wet navies,
were less than enthusiastic with their results. I think they were a bit hard,
mind you.

Is anyone else having trouble deciphering some of the space fighter icons?

The_Beast

Derek wrote on 04/25/2006 10:15:24 PM:

> Has anyone put any thought or effort into modifying Full

From: TooMuchSakeMan <gzg-l@t...>

Date: Wed, 26 Apr 2006 07:43:20 -0700

Subject: Re: [GZG] FT as a fighter combat game?

Where can the wet navy variants be found these days? I may be blind, but I
couldn't find 'em on the unofficial FT page.

> At 06:13 AM 4/26/2006, Doug Evans wrote:

From: Doug Evans <devans@n...>

Date: Wed, 26 Apr 2006 11:58:43 -0500

Subject: Re: [GZG] FT as a fighter combat game?

Number one, Mark has been through some rough periods of late, and hasn't given
the attention he loves to to the page, and two, I'm not certain I ever saw
full write ups on naval adaptations. I think Mr.Goodall mentioned some work in
this area, but if I've got the right culpr... poster, felt it was a bad fit.
Now, my admittedly cloudy recollection was that this was for a particular
naval period, so I'm assuming he tried to get a wee bit fiddly.

Anyway, instead of Mark's still invaluable resource, branch the search to the
list archives in particular, and the web in general, which is what I'd be
doing if, in case of this incredibly rare circumstance, I wasn't a bit busy at
work, and can't do the searching myself, which I will REAL SOON
(tm). ;->=

The_Beast

Sake'-san wrote on 04/26/2006 09:43:20 AM:

> Where can the wet navy variants be found these days?

From: Laserlight <laserlight@q...>

Date: Wed, 26 Apr 2006 12:12:53 -0500 (CDT)

Subject: Re: Re: [GZG] FT as a fighter combat game?

> From: Doug Evans

Correct--that was for the Russo Japanese war. Other people have done
age-of-sail--Mike the Hudak did a pirates game at ECC for instance.

From: damosan@c...

Date: Fri, 28 Apr 2006 11:49:32 +0000

Subject: Re: [GZG] FT as a fighter combat game?

You can easily convert FT into a "fighter" game.

The only thing I'd add (to start) would be individual crew positions to the
core systems block. There would be a symbol for the pilot,
co-pilot, weapons officer, signals officer, etc.  Then, of course, you
have to apply the magic "the scale of the game now deals with fighters and not
ships..." sponge.

I have a set of racing rules online that goes into this somewhat. The short
version: very high thrusts, ships are allowed to "double their output" but
burn out their engines, individual gunners, pilots, and engineers....

http://home.comcast.net/~damosan/rr1.htm

--
Damo

 -------------- Original message ----------------------
From: "Derek Rogillio" <derek@rogillio.net>
> Has anyone put any thought or effort into modifying Full Thrust for
Fighters
> should probably get more thrust, and I would probably consider adding

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Has anyone put any thought or effort into modifying Full Thrust for use as a
fighter combat game? It shouldn't be that difficult, using the standard
capital ship templates for light, medium, and heavy fighters. Fighters should
probably get more thrust, and I would probably consider adding
something in to give a benefit for the individual pilot and/or gunner's
skill.

Am I reinventing the wheel here?

From: Doug Evans <devans@n...>

Date: Fri, 28 Apr 2006 09:39:42 -0500

Subject: Re: [GZG] FT as a fighter combat game?

As I was thinking of a Blue Max to Full Thrust port, I realized the complexity
of the manuvers didn't match up. Either you break up the FT movement with
extra mid point course adjustments, or you break up the Blue Max movement into
multiple FT game turns.

With multi-turn pre-plotting, and 'tailing' represented by partial
revealed plots, the latter might not fall under it's own weight, and still
work for SOME period of fighter combat.

Blue Max's basic form can be found in FASA's Top Gun movie spin off, but
the BG and Last Starfighter boxes used pre-plots that allowed
multi-turns.

Also, altitude?

Thoughts?

The_Beast

From: Tom McCarthy <tmcarth@f...>

Date: Fri, 28 Apr 2006 11:40:00 -0400

Subject: RE: [GZG] FT as a fighter combat game?

Ah, Blue Max.  I only played it 3-4 times, but it was fun.  It was
nearly five years ago that I'd heard RAFM had tasked Ottawa's Scott MacGregor
with drafting rules for a new edition of the game. I suspect it never went
further than 'draft'.

From: Doug Evans <devans@n...>

Date: Fri, 28 Apr 2006 10:49:19 -0500

Subject: RE: [GZG] FT as a fighter combat game?

Can't speak to that, but I know that if you will look for 'Canvas Eagles', you
should find a downloadable version that is supposed to be free until a new
Blue Max can be produced REAL SOON(tm).

Sorry, can't remember names involved, and, no, can't do the search this
minute. ;->=

The_Beast

TomM wrote on 04/28/2006 10:40:00 AM:

> Ah, Blue Max. I only played it 3-4 times, but it was fun. It was

From: TooMuchSakeMan <gzg-l@t...>

Date: Fri, 28 Apr 2006 09:36:47 -0700

Subject: Re: [GZG] FT as a fighter combat game?

I'm always curious why so many gamers think that future engineers would design
control systems that allow pilots to '"double their output" but burn out their
engines' when no engineer now would be allowed to create such a design. Same
with ships with insufficient power to run all their guns unless they risk burn
out, et al.

> At 04:49 AM 4/28/2006, damosan@comcast.net wrote:

> the core systems block. There would be a symbol for the pilot,
Fighters
> > should probably get more thrust, and I would probably consider

> should probably get more thrust, and I would probably consider adding

From: Michael Brown <mwbrown@s...>

Date: Fri, 28 Apr 2006 10:45:48 -0600

Subject: RE: [GZG] FT as a fighter combat game?

I always love the techno-babble of "we'll just reroute power from X to
Z"
with out massive work being required. Not many engineers in Hollywood.

Michael Brown mwsaber6@msn.com

[quoted original message omitted]

From: Doug Evans <devans@n...>

Date: Fri, 28 Apr 2006 11:54:24 -0500

Subject: Re: [GZG] FT as a fighter combat game?

Sake'-san wrote on 04/28/2006 11:36:47 AM:

> I'm always curious why so many gamers think that future

No matter how good the govenors, some damn fool will try to override them.
;->=

Also, the original design was a racing game; 'Jerry was a race' boat
'driver...'

As an aside, I do recall the WWII Japanese capital ships that used a special
load in the main guns against fighters. When tried, a) ineffective, b) tore up
the barrel linings as to almost make the guns worthless. Or so I've read. I
can be, and often am, corrected.

Michael wrote on 04/28/2006 11:45:48 AM:

> I always love the techno-babble of "we'll just reroute

Fair's fair, occasionally this line is delivered to a shocked-faced tech
holding massive numbers of wire ends.

The_Beast

From: damosan@c...

Date: Fri, 28 Apr 2006 17:17:18 +0000

Subject: Re: [GZG] FT as a fighter combat game?

-------------- Original message ----------------------
From: TooMuchSakeMan <gzg-l@toomuchsakeman.org>
> I'm always curious why so many gamers think that future engineers

You don't think a Thing is built for Range A-C in Real Life but has the
capability to be pushed a bit further? I can tell you that back in my
Arty days our guns were designed for a typical charge -- but there were
allowable charges that would extend the range quite a bit. The side affect?
The gun would be locked backwards and have to be sent for repairs.

Anywho my stuff was simply for racing purposes -- giving players a
chance to "turbo" about. Redlining and all that...

From: Laserlight <laserlight@q...>

Date: Fri, 28 Apr 2006 14:38:24 -0500 (CDT)

Subject: Re: Re: [GZG] FT as a fighter combat game?

> From: TooMuchSakeMan

Instead of giving them an "engine burnout" chance, just give them fuel
boxes and say that doubling the thrust costs 3-4 fuel.

From: Jon Davis <davisje@n...>

Date: Fri, 28 Apr 2006 16:05:56 -0400

Subject: Re: [GZG] FT as a fighter combat game?

> McCarthy, Tom (xwave) wrote:

> Ah, Blue Max. I only played it 3-4 times, but it was fun. It was
You can play Blue Max as a play-by-web game for free at www.youplay.it

From: CS Renegade <njg@c...>

Date: Sat, 29 Apr 2006 00:41:44 +0100

Subject: RE: [GZG] FT as a fighter combat game?

> From: ~ On Behalf Of TooMuchSakeMan

> I'm always curious why so many gamers think that future

Early comment on fly-by-wire from some .mil group; bonus
points to anyone who can dig up the original quote:

"<if I pull the stick in such a way as to> bend the plane, I don't want some
voice in my ear telling me I might bend the plane, I WANT TO BEND THE
<fscking> PLANE!"

If your opponent has missile lock, what are your alternatives?

Nathan

From: steve barosi <krimso@m...>

Date: Sun, 30 Apr 2006 20:08:06 -0400

Subject: Re: [GZG] FT as a fighter combat game?

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lMartin Connell & I
used a Full Thrust & FMA variant to run a fighter game at ECC VIII. Although a
little more in depth than what you all are talking about it worked very well
for our Attack on the Death Star scenario. We also had a great time just
getting into some dog fights during play testing.
Here is a link to Martin's page w/ picks of the con game, SSD's and a
rules review:

http://www.geocities.com/mxconnell/GZG8/deathstar.html

-Steve

[quoted original message omitted]