From: PCARON <Pcaron@c...>
Date: Sat, 25 Apr 1998 21:13:55 -0400 (EDT)
Subject: New Thrust rules playtest results
Hey gang, A friend and I just finished a FT combat playtesting a set of rules we developed recently. These rules are designed to keep ship speeds down to around 20 or less. If you like high speed games then stop reading here 'cause you probably won't like these rules. If, however, you're interested in slower speed combats (so fighters and missiles have a chance at hitting), read on.:) There is no limit to how fast a starship can go (at least as far as the game mechanics are concerned). There is a maximum safe TURNING speed, however. We decided that 2*Thrust is about what we wanted. For every point of speed a starship exceeds this safe turning speed, roll a d6 and score damage as if it were a beam attack. Screens do NOT protect. This is structural damage due to high speed turns. Ok, so basically this REALLY slows things down. To compensate we added one more thing; hull reinforcement. You can buy up to 3 levels, protects the vessel from turning damage as same level of screens. Doesn't help against any other sort of damage though. (Just re-read this and it's not too clear. What I mean is if you have 3 levels of Hull reinforcement, then it protects the same as 3 levels of Screens, FOR TURNING DAMAGE ONLY). Hull reinforcement cost: 1 Level = 1 * Hull cost 2 Levels = 2 * Hull cost 3 Levels = 3 * Hull cost Hull reinforcement mass: 0 for all levels. (The cost is bad enough). Playtest comments: I like these rules alot. Sometimes, you just gotta make that turn, even if you're going way over the safe limit. Makes for some really tense moments when you make the manuever and then roll the dice. Creating sound effects to simulate creaking hulls adds to the suspense. Hey, I think I'll tape record some creaking hulls from one of my movies and play it whenever someone pulls a tight turn. (I've got way too much free time to goof off, don't I:) We yell, "No guts, No glory", just before we start moving the ship. Everyone immediately knows what that means (we had some spectators at the game). People were saying things like, "Gee, hope you don't snap your ship in two". Just added a little more suspense to our games. Thought I'd let people know about it in case they were looking for something different to try with their FT groups. Pete