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"Possible Fullthrust Mechanic" Topic


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Louie N07 Mar 2017 4:53 p.m. PST

Hello All,

I was just thinking of this mechanic for Fullthrust.

Ship/Squadron activation Alternates per side. During a Ship's/Squadron's activation it moves, but it can interrupt it's movement to fire weapons.

The idea I have here is of lighter vessels sweeping in striking then fading back out.

Would this be to powerful?

Thanks

Toaster07 Mar 2017 5:08 p.m. PST

Is this still with written orders, it would mean that first to move may have to fire at long range then the second to move gets to close the range. It would definitely make it a different game but you would have to try it to see if it's closer to the game you want or not.

Robert

Louie N07 Mar 2017 5:31 p.m. PST

Actually this is removing orders as well. Sorry I forgot to mention that.

The reason for that is old gamers can't write orders for many (or any) ships. :-)

TheBeast Supporting Member of TMP07 Mar 2017 6:42 p.m. PST

I'm an old gamer,and find orders kewlest part of FT. And the simple movement. And the 'rear of glass'. And…

I wanted to try something even more order heavy: you have to include in the orders if you're firing at the half way. Follows as movement is simultaneous with orders.

Slows a bit. 'All move half, check for fire, move rest.'

I wanted to also include a penalty: you are more likely to see the likelihood of a shot for the first half of movement, but couldn't come up with a balance.

Not being able to shoot at the end might be enough, though.

Doug

Toaster07 Mar 2017 7:01 p.m. PST

If you want to drop orders you might as well play Colonial Battlefleet, the aggressive/tactical choice in the initiative step probably allows you to simulate what you want. Although if you want the small ships to be more powerful you may want to swap the capital and escort firing steps.

Robert

bhall38908 Mar 2017 7:37 a.m. PST

I haven't used written orders for years, and we use squadron movement regularly. Move the primary ship, and then move all the ships in the formation to match. It speeds up play. We still use cinematic movement though.

We still fire after movement, I think firing anywhere along the movement path would get a little clunky, and slow down play.

We tend to play at slower speeds though, so more rounds of firing before flying out of arc.

Brian

Louie N08 Mar 2017 8:40 a.m. PST

bhall389

How do you go through the activation sequence? Player 1 choses group then Player 2 choses group.

Thanks

-Luis

bhall38909 Mar 2017 7:43 a.m. PST

We move all ships by side, and then if there is a question of proximity to one another we back those ships off and do partial movement. This includes evasive movement to avoid collision, or if a collision is desired, correction for that. Collisions are still very hard to accomplish though.

Fighter movement is first of course, and then we allow a 2nd fighter movement at a cost to endurance.

We really wanted to speed up play, especially for new players and for convention participation games. It seems to work well…

Brian

TheBeast Supporting Member of TMP09 Mar 2017 8:10 a.m. PST

*shrug*

Both sides write orders, both sides move.

One side moves, the other side moves.

Sounds about the same to me, except where the order period is 'quiet,' and may need a time limit.

Eyeballing at the halfway point picks up most 'proximity' questions. I find the fighter part good, though.

Still YMMV, of course.

Doug

bhall38909 Mar 2017 6:19 p.m. PST

It was the writing orders part that slowed everything down…
We removed it from our naval games too, for the same reason.

Brian

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