Omega_Glory
Commodore
Yea I know....I still play too. Although these days I seem to design ships and scenarios for the game more than actually playing it. They're not official, but I have fun with em'.
Ditching plotted movement made the games go a bit quicker.Simplified? It already seemed that way. Thats what made SFB so good...there was a lot you could do.
Ditching plotted movement made the games go a bit quicker.Simplified? It already seemed that way. Thats what made SFB so good...there was a lot you could do.
Ditching plotted movement made the games go a bit quicker.
Ditching plotted movement made the games go a bit quicker.Simplified? It already seemed that way. Thats what made SFB so good...there was a lot you could do.
SFB was good game but the slow pace of the game was hardly a good simulation of Trek starship combat. SFC had fast paced combat that felt more real.
Ditching plotted movement made the games go a bit quicker.
SFB was good game but the slow pace of the game was hardly a good simulation of Trek starship combat. SFC had fast paced combat that felt more real.
That's a problem with virtually all tactical games. Roleplaying game combat as well, which is evolved from tactical game combat.
As a gamemaster, I've always maintained that combat should go as close to real-time as possible. Otherwise, it ceases to be exciting.
With regards to SFB in particular, we've tried out games with no pre-plotting and with fewer impulses to speed things up. We also changed damage resolution to be waaaay faster.
SFB was good game but the slow pace of the game was hardly a good simulation of Trek starship combat. SFC had fast paced combat that felt more real.
That's a problem with virtually all tactical games. Roleplaying game combat as well, which is evolved from tactical game combat.
As a gamemaster, I've always maintained that combat should go as close to real-time as possible. Otherwise, it ceases to be exciting.
With regards to SFB in particular, we've tried out games with no pre-plotting and with fewer impulses to speed things up. We also changed damage resolution to be waaaay faster.
Ahhhhh, used the "leaky shields" rule did ya?
What we did was roll once and then have the shot destroy a bank of adjacent boxes before moving rightwards along the chart.
[...]
The idea was to simulate the sort of thing you saw in TWOK where you'd shoot a warp engine and blow up the warp engine. It also meant you didn't have to roll 48 times after a plasma torpedo hit. Since most systems are broken into banks of 1 or 2, it works out pretty well. I suppose if that felt too egregious, you could limit it to 5 hits per system or something.
FASA's Leviathan game damage system seems something like what you describe for SFB:
It's a neat idea, but how do you determine which adjacent boxes are hit? Star Fleet Battles SSDs aren't laid out like Leviathan's component block.
Hey Wendell--do you have any more time for on-line gaming these days?
It's a neat idea, but how do you determine which adjacent boxes are hit? Star Fleet Battles SSDs aren't laid out like Leviathan's component block.
Damage allocation used to be a drag when I first started playing; it was by far the slowest part of the game. But I'm playing with some SFB veterans now who make it go pretty fast. They roll three sets of different colored 2D6 and do three hits at a time, and they almost have the DAC memorized after so many years, so it doesn't take long at all.
Marian
I'm looking at the cover of Starfleet Command (never played it) online, and the Starfleet vessel in the upper left looks a lot like the USS Kelvin....
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