Hey folks,
People have been asking about these, and I've finally had a chance to
put in some post GZG-ECC rule changes and convert these to PDF and get
them up on the web.
http://www.warpfish.com/jhan/ft/fullsail/FullSailRules2.pdf
http://www.warpfish.com/jhan/ft/fullsail/fullsailsquadrons.pdf
http://www.warpfish.com/jhan/ft/fullsail/fullsailwindrose.pdf
Thanks to Mike Hudak for inspiration, and everybody at GZG-ECC IX and
GZG-ECC X who played previous versions and offered suggestions and
encouragement. I also know a couple of people from the list asked
about these, but, I'm sorry, I lost your emails. Whoops. (8-(
Hopefully, people will have fun with these.
If anybody has suggestions or comments, please let me know.
Thanks! JGH
> On 4/1/07, Jerry Han <jhan@warpfish.com> wrote:
> People have been asking about these, and I've finally had a chance to
Looks good, Jerry. They give me some ideas for my Full Steam rules. I'll work
on those a bit more when I have some time.
I've tried a number of options to get the damage at least
semi-realistic. The way you've done cannons gives me an idea. Linear
beam damage from FT isn't realistic for naval guns. I like the idea of fixed
range bands and a variable number of dice per range band per gun size. That's
the part I'm missing from the game. It shouldn't take long to retrofit that
into my rules and release a playtest version.
> Allan Goodall wrote:
Like all good ideas, I stole it from somewhere else. (8-) In this
case, Renegade Legion: Leviathan which had tables that represented energy
weapon attenuation over distance. Which I'm sure, stole it from some other
ruleset.
(8-)
To me, it's always been a simple way to add tactical flexibility, without
adding complicated rules, and would work as a generic mechanic: weapons are
rated by range and damage, both being determined semi-arbitrarily by the
designer. Works great for generic designs: 6/0/0/0 are your close range
plasma
cutters and 2/2/2/2 represents your long range sniping laser -- but I'll
be damned if I know how to points balance it well. (Which is one of the
reasons why there's no ship construction system in the Full Sail rules; that
was one of the things I was hoping to get to this year, once I figured out how
to rate cannon.)
JGH
> On 4/1/07, Jerry Han <jhan@warpfish.com> wrote:
> Works great for generic designs: 6/0/0/0 are your close range plasma
Full Steam is based on real ships, so I was going to add conversion rules that
allowed you to take real life stats and build a Full Steam ship.
I'd like to include a point system, but that would be problematic. I
have some ideas, based on e-mails with Oerjan, but it would still take
a while to work out an accurate point system. (Look how long it's taken FT,
and it's not even official yet...)
> Allan Goodall wrote:
*nod* Yeah. For Full Sail in particular though, I'm hoping that if I
can come up with something reasonably close, it'll be good enough --
just a guideline for helping me to balance scenarios other than by eye and
feel. I won't be Muchkining my own GZG-ECC scenarios, for example. (8-)
And heck, given that I only have a single weapon resolution mechanic, with
only four 'accepted' weapon types, it shouldn't be that hard for me,
hopefully? (8-) Everything else, I can pretty much use the standard
FT MASS / THRUST mechanics. We'll see how it works out when I get to
it. Real life, alas, has a higher priority.
JGH
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 4/1/07, Allan
> Goodall <agoodall@hyperbear.com> wrote:
Allan, where are your Full Steam rules hiding again?
Mk
> On 4/3/07, Indy <indy.kochte@gmail.com> wrote:
On my laptop's hard drive. *S* I haven't published them yet.
The biggest problem was getting the cannon hit probabilities something close
to accurate over realistic ranges. Somehow I got stuck with "target fixation"
on this aspect of the rules and didn't like how they were coming out, so I
shelved the rules. Jerry's Full Sail rules showed me an elegant way of fixing
the problem. Fortunately the rules are quite far along, so it shouldn't take
long to fix the combat section.
I'll tidy the rules a bit. I even have some photographs of period ships I'll
add in to break up the white space.
I will post the rules to my web site and add a link here when they are ready.
Allan on 04/03/2007 09:55:44 AM:
> On 4/3/07, Indy <indy.kochte@gmail.com> wrote:
I was going to say, one could get most of it from broad hints you'd dropped
on the list. ;->=
***snippage***
> I'll tidy the rules a bit. I even have some photographs of period
Not TOO broken up. Some of us are having problems printing things out, such as
some of the beta rule test sheets.
> I will post the rules to my web site and add a link here
Thank you, sir. Those who can, do, those who can't, grovel.
The_Beast
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 4/3/07, Allan
> Goodall <agoodall@hyperbear.com> wrote:
Okay, cool.....are they ready yet. ;-)
<ducks>
Mk
Now what you really mean is "On my laptop's hard drive, *and* on the media I
use to regularly back up my files"... Don't you?:)
Best regards, Robert Bryett
P.S. This has been a public service reminder to all personal computer users.
> On 04/04/2007, at 00:55 , Allan Goodall wrote:
> On 4/3/07, Indy <indy.kochte@gmail.com> wrote:
> On 4/3/07, Robert N Bryett <rbryett@gmail.com> wrote:
Yes. The older versions are on two computers and on a DVD-R backup
disk. The current version is on two computers and a jump drive (the computer
type; not the FTL type).