For FT, what might work would be:
Cut all movement in half. Weapons fire every other turn; do not need an order
to fire.
Most captains write orders one turn in advance. Particularly hesitant captains
write two turns; unusually quick captains would write their orders with no
delay.
Ideally I'd like each ship to be commanded by a different player, with the
admiral writing signals at the beginning of the turn but the players not able
to read the signal until the end of the turn.
Chris wrote on 11/09/2006 01:37:56 PM:
> For FT, what might work would be:
Not sure I understand that; halve the thrust? Add two more breakpoints?
> Weapons fire every other turn; do not need an order to fire.
Still at the end of all ship movement for the turn, right?
> Most captains write orders one turn in advance.
Finally, something I've tried, though only once to give a new player
additional help via my handicap. *ouch*
> Ideally I'd like each ship to be commanded by a different
Now this is something I've DREAMT of long before I ever saw FT. Assuming you
don't want eye contact to take the place of real time com, this takes a lot of
folk...
The_Beast
> Cut all movement in half.
Half thrust.
> Weapons fire every other turn; do not need an order to fire.
Yes.
> Ideally I'd like each ship to be commanded by a different
Assuming you don't want eye contact to take the place of real time com, this
takes a lot of folk...
I've done this with our local gaming group using Close Action (Napoleonic)
with up to 18 people, and last year we had the 200th anniversary of Trafalgar
with 56 players. The commo lag makes quite an interesting challenge for the
admiral. It's very much a case of outlining a plan and then praying that you
have good
captains who take initiative when they need to--but *only* when they
need to.
Each player running a single ship seems to be far outside of the scope of FT.
One round of firing can cripple a ship with good die rolls. If I want
something that detailed, I'll play something from Ad Astra. The attraction for
me is to be able to play with *fleets* without having to have a fleet of
gaming buddies. I'm lucky when I get the three of us in
my group together for a game.
J
> On Thu, 9 Nov 2006 laserlight@verizon.net wrote:
> For FT, what might work would be:
A variant then would be to let one fleet write orders two turns ahead and the
other write 3 or more turns ahead.
Michael Brown mwsaber6@msn.com
[quoted original message omitted]
That could make things interesting.:)
> Each player running a single ship seems to be far outside of the scope
Well, Attack Vector might be going a bit overboard. Quite a bit.
If I were doing it, each player would have a battleship, so he's not likely to
be crippled at one shot. But de facto, the "one player per ship" is an ideal
that I'm not likely to achieve. I'm lucky to get one player per *side*....
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOne concept our
gaming group has thought about is using webcams and laptops for the admirals
who are removed from the board and situated out of sight. The admiral can only
see the situation through the webcam (possibly located above the board) and
issues written orders. (in full implementation the orders would be transmitted
via WiFi or Bluetooth to player PDA's). Players
would run single ships (Capitals), Cruiser Squadrons (2-6 cruisers) or
Destroyer Flotillas (6-12 destroyers).
In the full electronic version, the referee program would add in a random
percentage of "fog of war", perhaps 2-3% of random lag, added/dropped
letters etc. or could add additional noise based on ECM values (i.e. of
Jamming drones are in use near a Destroyer Flotilla, the message may not even
get through).
We've gotten as far as writing basic html code for the referee program but
haven't gotten it together enough to get two laptops and enough WiFi capable
PDA's together at the same time to try the idea out.
--Binhan
> On 11/9/06, laserlight@verizon.net <laserlight@verizon.net> wrote:
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lBinhan, IÂd play
in this as a remote admiral (500 miles?). I think the concept is valid and
could be done using Messenger.
Michael Brown
mwsaber6@msn.com
_____
From: gzg-l-bounces@lists.csua.berkeley.edu
[mailto:gzg-l-bounces@lists.csua.berkeley.edu] On Behalf Of Binhan Lin
Sent: Thursday, November 09, 2006 5:21 PM
To: gzg-l@lists.csua.berkeley.edu
Subject: Re: [GZG] OODA for FT
One concept our gaming group has thought about is using webcams and laptops
for the admirals who are removed from the board and situated out of sight. The
admiral can only see the situation through the webcam (possibly located above
the board) and issues written orders. (in full implementation the orders would
be transmitted via WiFi or Bluetooth to player PDA's). Players
would run single ships (Capitals), Cruiser Squadrons (2-6 cruisers) or
Destroyer Flotillas (6-12 destroyers).
In the full electronic version, the referee program would add in a random
percentage of "fog of war", perhaps 2-3% of random lag, added/dropped
letters etc. or could add additional noise based on ECM values ( i.e. of
Jamming drones are in use near a Destroyer Flotilla, the message may not even
get through).
We've gotten as far as writing basic html code for the referee program but
haven't gotten it together enough to get two laptops and enough WiFi capable
PDA's together at the same time to try the idea out.
--Binhan
> On 11/9/06, laserlight@verizon.net <laserlight@verizon.net> wrote:
For FT, what might work would be:
Cut all movement in half. Weapons fire every other turn; do not need an order
to fire.
Most captains write orders one turn in advance. Particularly hesitant captains
write two turns; unusually quick captains would write their orders with no
delay.
Ideally I'd like each ship to be commanded by a different player, with the
admiral writing signals at the beginning of the turn but the players not able
to read the signal until the end of the turn.