Hi Mike E!
You suggested a medium tracked mobility class. I'm hoping DS3 will do away
with these "breakpoints". I'd like to see a system where you have Tracked
mobility, and all tracked vehicles suffer the same penalties moving through
terrain types. Some sort of power/weight or some other method should
determine the number of inches you move. Thus a Panther and a Sherman might
both be tracked mobility (as might an M1A1) and the difference would be
Panther moves 8", Sherman moves 6", and M1A1 moves 12" or something like that.
That way you don't have artificial breakpoints and classes that limit the
granularity in such a pronounced manner.
One concept that I think would be great is to ignore movement distance
altogether. This would then mean that movement occurs similarly to Crossfire
for WWII. Movement for a unit then becomes simply, an optional turn (to face
movement direction), then move in a straight line to the destination. Your
opponent has the opportunity of stopping the move by firing at the unit with
direct fire weapons. To make a satisfying game, there needs to be lots of
terrain so as to break up straight lines of movement. Firing becomes an
optional turn to face direction of fire (reflecting getting into firing
position), then firing at the selected target. Firing on the move is an option
that only turreted weapons can perform.
Aerospace vehicle movement would be similar to what it is now, whole table
tops at a time.
This system does work in some games, I'll give you that, but I'd hate to
see it in DS. I like the way movement is integrated. It keeps things fluid and
fairly well balanced. It also makes decision making something you do not want
to rush as you account for the varying speeds (and therefore interactions) of
the different units on the board.
> Andrew Martin wrote:
> One concept that I think would be great is to ignore movement distance
Your
> opponent has the opportunity of stopping the move by firing at the
I was considering this, and what if you had to buy movement rates as a vehicle
cost. For instance, what if slow tracked cost 1 point for each 1" of movement,
fast track would cost 2 or 3 points for each 1", etc.? You could end up with a
standard set of tracked movement restrictions,
but end up with a much wider variety of movement rates - costed in such
a way that expand variability in play.
Mob. Type pt./inch base 10" cost
---------- -------- -------------
Slow Tracked 1 10
Low-Mob wheels 2 20
fast tracked 3 30
hi-mob. wheels 4 40
slow GEV 5 50 fast GEV 6 60 GRAV 7 70
If the system maintained a class size attribute, you could multiply it against
the computed movement cost... Assuming that it would take more for a class 5
BMF of 10" than a class 1 with the same.
Any thoughts? It seems straight forward... Is this too simple? To hard to
manage?
> Barclay, Tom wrote:
> Hi Mike E!
G'day Noel,
> Any thoughts? It seems straight forward...
The logic behind the idea seems sound. My biggest problem with the idea as is,
is the fact that you've got to cost in the effects of the different terrain
capabilities of the different movement schemes too. This tends to clump costs
so you're more likely to see something like
Mob. Type pt./inch base 10" cost
---------- -------- -------------
Low-Mob wheels 1 10
Slow Tracked 3 30
hi-mob. wheels 3 30
fast tracked 3 30 slow GEV 4 40 fast GEV 4 40 GRAV 5 50
Though even that is probably pooling a little too much. In many ways it is
just much easier to designate fast/slow (and even medium as Indy
suggested) versions of a movement system and cost those.
But that's just my opinion, if you can make your's work I'd be interested to
see what results it produced;)
Cheers
Beth
Tom,
Hmm, now that's an idea. We'll bear it in mind when we eventually get around
to writing DS3. Thats of course after the production of BDS, FMA,
FT3 etc, etc....:-)
Mike
Hi Mike E!
You suggested a medium tracked mobility class. I'm hoping DS3 will do away
with these "breakpoints". I'd like to see a system where you have Tracked
mobility, and all tracked vehicles suffer the same penalties moving through
terrain types. Some sort of power/weight or some other method should
determine the number of inches you move. Thus a Panther and a Sherman might
both be tracked mobility (as might an M1A1) and the difference would be
Panther moves 8", Sherman moves 6", and M1A1 moves 12" or something like that.
That way you don't have artificial breakpoints and classes that limit the
granularity in such a pronounced manner.
Tomb.
------------------------------------------
Thomas R. S. Barclay
Voice: (613) 722-3232 ext 349
e-mail: tomb@bitheads.com
2001: To the New Millenium! The next thousand years are MINE.
------------------------------------------
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Thank you.
Alright. Given your comments, rethinking the details some, and talking it over
with some of our group here... I will work on more complete rules to test and
release our results.
> Beth Fulton wrote:
> G'day Noel,
G'day Noel,
> Alright. Given your comments, rethinking the details
Cool, I'm looking forward to seeing what you come up with!
Have fun
Beth