New GZG Player Questions

6 posts ยท Apr 5 2000 to Apr 6 2000

From: Carl Stovell <carl.stovell@c...>

Date: Wed, 5 Apr 2000 01:03:40 +0100

Subject: New GZG Player Questions

Hi.

I'm just starting out playing Full Thrust 2 and Star Grunt 2. So far we've
made illustrator format ship creation templates, lightwave 3d ships for our
races starfleets and the like. Having fun creating our game background etc. Oh
and we've enjoyed a good few games besides.:)

Could someone answer two very basic questions for me?

What is the recommended actual passenger capacity for each 1 passenger space
allotted during ship creation? Surely this is not 1 person per 1 mass as it
appears.

Secondly, why have I seen damage control icons on some ship builder progs,
when the rules say you have a DCP per crew factor, as simple as that.

Thanks.

From: Denny Graver <den_den_den@t...>

Date: Wed, 5 Apr 2000 02:56:37 +0100

Subject: Re: New GZG Player Questions

I think its 50 cargo spaces per mass 4 cargo spaces per man/woman/small
furry creature from Andromeda, or I space for the aformentioned being in
cryosleep berths.

Because More Thrust introduced damage control parties - and any FT/MT
based
games/programs will use DCP icons.  As for FB2 players, there is no
reason why additional DCPs may still not be purchased...

:D
[quoted original message omitted]

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 5 Apr 2000 12:00:31 +1000

Subject: RE: New GZG Player Questions

1. passenger space depends on your view. The consensus so far has worked out
to 25 CS per mass, which equates to 6 luxury passengers or 12 military berth
passengers.

2. Most of the ship builder programs still handle the old FT2.0 ships as well,
which required DC parties to be added.

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[mkw] Admiral Peter Rollins; Task Force Zulu
[pirates] Prince Rupert Raspberry; Base Commander

> -----Original Message-----

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Wed, 5 Apr 2000 20:03:33 +0200

Subject: Re: New GZG Player Questions

> Carl Stovell wrote:

> What is the recommended actual passenger capacity for each 1

Whatever you want it to be. It depends completely on the background your
battles are set in. (Not very helpful, am I...)

The ground/space interface rules in More Thrust give a ratio of 12.5
infantry soldiers + equipment per FT/MT Mass; 1 Mass in FT/MT is
roughly 2 Mass in the FB design system, so about 6-7 soldiers per Mass
of passenger space.

The only problem is that this value is way, *way* too low to allow any
meaningful colonisation (or any meaningful planetary invasions, for that
matter)...

> Surely this is not 1 person per 1 mass as it appears.

The Tuffleyverse *military crew* sizes are 1 person per Mass. That's
not exactly the same as the amount of passengers you can carry :-/

Regards,

From: Jeff Lyon <jefflyon@m...>

Date: Thu, 06 Apr 2000 08:44:04 -0500

Subject: Re: New GZG Player Questions

> Date: Wed, 5 Apr 2000 20:03:33 +0200
...
> The ground/space interface rules in More Thrust give a ratio of 12.5

Carl,

Check the archives from last October for several posts under the subject
heading "Transport Capacities" for some alternate thoughts on these questions.

From: Carl Stovell <carl.stovell@c...>

Date: Thu, 6 Apr 2000 22:43:41 +0100

Subject: Re: New GZG Player Questions

Thanks Jeff (re: the FT2 passenger rules), and thanks also to the other
replies my newbie questions received:) Checking the archives now.

Here's another couple of points/queries.  (Please feel free to just
point me back at the archives if this is old topics) Also, I realise (and
have) made up home brew rules for these situations but would be interested in
hearing other takes on the issues, from better
players/umpires than myself.

SGII

Snipers.

Shouldn't the chance of being spotted on the quality die roll when a Sniper
shoots, increase each time he shoots from the same position, to represent more
chance of being discovered the longer he holds out in one place? I feel this
would allow snipers to be used without unbalancing play so much. It would
force them to move on sooner. Perhaps this would include a cap of say 4. So
the chance of being spotted doesnt get incrementally unfairly high.

i.e. chance of being spotted is 1, to a max of 4 (1 higher per turn in same
position) on whatever quality die the sniper rolls.

Can you close assault a defendable position which has hidden counters in it?
Especially sniper dummy counters (which is my main reason for asking). The
rules suggest this by using the word 'hiding' but I'm not sure they meant
HIDDEN counters as opposed to in cover.

Ok, I admit, I was pasted well and truly by a sniper, so I'm looking for ways
of gettin back at em.:)

Regards. Carl Stovell. Newcastle, England.