> Donald Hosford wrote:
> In one of the early (taskforce) nexus magazines, they had a starfire
This sounds pretty much like the Thebans from the Crusade novel and scenario
module... The nearest thing we have in FB is the EFSB Beam
weapon, though that doesn't hurt nearly as much when it blows up :-/
> Also in Starfire there are no adjustable/buyable firearcs. All
I've heard Starfire players say pretty much the same thing about Full Thrust,
although they swapped the lack of different fire arcs for the
lack of different weapons :-/
(That said, we've put quite a lot of work in making other ships than
BCs with Capital Missiles viable combat units - successfully too, it
seems, at least judging from the number of wildly different
"unbeatable" designs I've seen during the last year or so :-) )
Later,
> Oerjan Ohlson wrote:
> This sounds pretty much like the Thebans from the Crusade novel and
I wouldn't be surprized if they had recycled some/all of the old
material when they reset the universe.
> > Also in Starfire there are no adjustable/buyable firearcs. All
Gads...
> (That said, we've put quite a lot of work in making other ships than
Are you talking about Starfire in that last comment? Well I have some house
rules for the game. It is a definite improvement in the way the game feels.
Remove all of the "wet navy in space" feel. (Tell the WW2 gamers to go back to
broadsides...) 1) change the turn mode costs to 1 facing per turn for all
ships, allow any ship to improve this by adding another engine for each
additional turn mode point. 2) Throw out the hull class based speed limits. If
someone wishes to give up weapons for more speed, letem. 3) Throw out the
Carrier hulls, and the hangerbay differances for
non-carriers. (spaceships don't need specialized hulls to carry
fighters...) 4) Change the function of the Multiplex tracking to a targeting
sensor. Each level bought adds one to the hitroll. (spaceships are loaded with
computers, any tracking data could be sent to every weapon aboard.) 5) Move
the shield generators inside the armor like any other system. Then add up the
number of shields each turn to deturmine the defence that turn. (with them
affected before the armor, they seemed like another type of armor.)
To our satisfaction, these changes removed the "wetnavy in space" feel. and
turned it into "space ships in space" game.