[GZG] re: alternate threshold methods

3 posts ยท Nov 1 2005 to Nov 1 2005

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Tue, 1 Nov 2005 09:35:22 -0500

Subject: [GZG] re: alternate threshold methods

My preference is:

1) Card based

Yes, I know what Roger is getting at, though cards could be downloadable and
printable for ease of replacement or duplication. If you have a 'standard
deck', you can also produce a table to simulate the same effect. But I think
if you could find a way to do a straight card flip, it'd be faster than a
damage chart cross ref.

2) Limited input chart lookup

That's my second choice. Unfortunately, if defender chooses, you never loose
firecons. If attacker chooses, you always do. If you alternate, it just takes
a turn longer at max. Too many 'easy to break' points in FT ship design that I
wouldn't think this is the way to go. So 3 and 4 sound unlikely.

From: Ground Zero Games <jon@g...>

Date: Tue, 1 Nov 2005 16:48:57 +0000

Subject: [GZG] re: alternate threshold methods

> My preference is:
[snip]

From the responses so far, consensus seems to be leaning towards (2), hence my
posting of a first draft for a working system earlier today. While I have some
liking for the versatility that cards can offer, I
feel that keeping it dice-based in probably the way to go.

From: Ground Zero Games <jon@g...>

Date: Tue, 1 Nov 2005 17:09:26 +0000

Subject: [GZG] re: alternate threshold methods

Oops - looks like Tom's original post (and my answer to it) should
have gone to the test list rather than the main list - just pass
right along, nothing to see here folks....  ;-)

Jon (GZG)

> My preference is:
[snip]

From the responses so far, consensus seems to be leaning towards (2), hence my
posting of a first draft for a working system earlier today. While I have some
liking for the versatility that cards can offer, I
feel that keeping it dice-based in probably the way to go.