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"Seeking thoughts on Full Thrust's Kra'vak" Topic


3 Posts

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504 hits since 4 Oct 2018
©1994-2019 Bill Armintrout
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TheBeast Supporting Member of TMP04 Oct 2018 9:01 a.m. PST

Jon Tuffley has been finally re-cogitating on the FT rule system, and recently put out some specific requests on player viewpoints.

"With the release of the first of the re-worked Kra'Vak ships, I wanted to ask the FT players on here about your experiences with K'V fleets (under the FB2 rules) over the years….. those of you who have played them, or played against them – what are your experiences about how they work under the current published rules? Are they overpowerful, underpowerful, about right…? Is there anything about them you'd like to see changed or tweaked? Do they give a sufficiently "different" feel to play compared with the Human fleets? Do they need any additional weapons systems?"

You can discuss here, or for direct contact info, I'd suggest going to shop.groundzerogames.co.uk

Doug

Cavcmdr04 Oct 2018 9:56 a.m. PST

I used to play a fair amount of FT. Not much now.

However, I believe all (or most) star warships should be able to manoeuvre like the K'V. Otherwise I may as well be playing with Ironclads and their very predictable paths.

The railguns were good. I always had to think to stay out of their arcs.

Good luck.

billclo04 Oct 2018 11:07 a.m. PST

I always thought a turn in Full Thrust should have been 60 degrees, not 30.

I wouldn't mind seeing alternate fire modes for K-guns, like the flak mode in Project Continuum. Or some sort of shotgun mode that can damage ships.

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