tag:blogger.com,1999:blog-8394074963215462822.post4452040048148182037..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Game Design #69: MomentumevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger17125tag:blogger.com,1999:blog-8394074963215462822.post-54025396263760239562018-02-23T07:00:48.283-08:002018-02-23T07:00:48.283-08:00First... I love SFB, though I understand the frust...First... I love SFB, though I understand the frustrations with it and its fanboys making progressively bigger ships with stupidly large numbers of boxes. My preference is the (legally!) free cadet version with only 8 impulses and much smaller ships. Players can easily manage ~3 ships each so you end up with multi-ship tactics in two player games and decent fleet battles if you get a few friends together. The best part is that the weapons do just as much damage as in the original game making scenarios faster and oh so violent.Lord Frederickhttps://www.blogger.com/profile/17699726863859635307noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-65959452106357258532016-12-12T14:31:04.628-08:002016-12-12T14:31:04.628-08:00Also interesting is Pulp Alley (Skirmish of 5 or 6...Also interesting is Pulp Alley (Skirmish of 5 or 6 figures per side).<br />Without regurgitating all the rules :-<br />One player holds "initiative" and can nominate which player (including self) gets to play next.<br />Nominated player acts with one figure - and if it achieves a big success, the owner gains the initiative.<br />Otherwise the original player retains initiative and nominates again.SteveHolmes11https://www.blogger.com/profile/17392212343858957364noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-55281249187905508462016-12-12T14:25:39.176-08:002016-12-12T14:25:39.176-08:00Great to see Crossfire getting a mention.
Some say...Great to see Crossfire getting a mention.<br />Some say it took the "Succeed and retain initiative" idea from Subbuteo (A tabletop football (Soccer) game where players "flick" figures at the ball.<br /><br />Whether that's true, it's a great mechanism for settings where volume of fire wins the fight.<br />It doesn't scale well to larger organisations (There's little sense in a Battalion or Brigade grinding to a halt because one squad got pinned on one flank) - which I think is why supporting arms are very much an afterthought.SteveHolmes11https://www.blogger.com/profile/17392212343858957364noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-54350014732161926152016-11-26T05:47:06.008-08:002016-11-26T05:47:06.008-08:00That's the gundam-with-LEGO? I recall surpris...That's the gundam-with-LEGO? I recall surprisingly dense rules (200+ pages) for a freebie. My holidays start in a week so I should have more time (I'm planning on working on a few projects - aeronef, "Middlehiem", pulp battles, and a tank game. I'll also do Dropfleet Commander, for no better reason to annoy the KS backers who haven't got their stuff yet....evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-22336215654346305982016-11-25T15:18:05.818-08:002016-11-25T15:18:05.818-08:00Just saw this post and was reminded of how Mobile ...Just saw this post and was reminded of how <i>Mobile Frame Zero: Rapid Attack</i> has a sense of momentum in the way it handles activations and turns. <br /><br />Each turn starts off in "tactical order". Basically the player with the highest score goes first. When he attacks an enemy unit the turn goes into what the game calls "combat order". The action pauses so the defending player can roll all its action dice. Once it has a defense value then the attacking unit finishes its turn. Then the targeted unit is activated and takes its turn. It creates this domino effect of activations. <br /><br />If no enemy units or no new enemy units are activated and there are still units to activate on either side then the turn goes back to "tactical order". Capturing objectives or eliminating enemy units affects your score and can enable you to be the player that goes first when a turn shifts back to "tactical order".<br /><br />I'm not really doing the rules justice and the system has a number of other interesting mechanics.<br /><br />The rules are available here: http://mobileframezero.com/downloads/MobileFrameZero-RapidAttack.d1.pdf<br /><br />I'd love to see your review of the system -- time and interest permitting, of course.<br /><br />- Jeremyneoaezhttps://www.blogger.com/profile/14390207627489491393noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-75414799426712325622016-08-05T16:23:46.516-07:002016-08-05T16:23:46.516-07:00I've got a draft article, and I'm looking ...I've got a draft article, and I'm looking at 4 or so impulses not 32 - but for multi-fire weapons I'm thinking you could ONLY fire certain weapons at certain times i.e. slow weapon only fires impulse #1, a normal weapon at #2 and #4, or something similiar - to avoid the tracking. evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-25933682682495136132016-08-05T14:00:08.547-07:002016-08-05T14:00:08.547-07:00I hope you devise a better fix to Star Fleet Battl...I hope you devise a better fix to Star Fleet Battles's weapons "double tap" problem than its own grognardy kludge (which is that you have to wait 8 impulses before firing any given weapon again, and therefore potentially need to track all your guns' firing times individually).Jeff Alexanderhttps://www.blogger.com/profile/02505316906423031421noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-10825686763995724222016-07-30T20:30:27.060-07:002016-07-30T20:30:27.060-07:00Sure. I thought your first comment seemed to be in...Sure. I thought your first comment seemed to be in response to a statement like "40K doesn't use momentum or reactions" where I am only talking about momentum in general, using Crossfire, Infinity and SoBH as examples. <br /><br />My initial response was "why are we making this suddenly about 40K?" Sadly my time spent in the madness of TMP's forums makes me somewhat overly cynical...<br /><br />--SLIGHTLY OFF TOPIC--<br />If you want to do an article comparing 6th/7th to earlier editions, I'm happy to link it as I'm sure folk would find it interesting. evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-91775388638023471982016-07-30T18:28:10.028-07:002016-07-30T18:28:10.028-07:00You can find the rules for 7th edition online for ...You can find the rules for 7th edition online for free, if you want to take them for a spin. I'm not white-knighting; I just feel like your posts are more insightful when you speak from current and accurate information, and I enjoy your insights.Nurglitchhttps://www.blogger.com/profile/12181931346965476499noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-66554905858350091562016-07-29T00:24:03.546-07:002016-07-29T00:24:03.546-07:00"As a product that probably sells more than a..."As a product that probably sells more than all other games combined, it's probably worth considering what it does right instead of presuming what it does wrong."<br /><br />Not sure what part of the article this comment is addressing? Methinks you are white-knighting slights that did not exist.<br /><br />Sadly, I live in Australia. At $165 ($123USD) for the rules, or $146USD for the starter box, the chances of me taking 7th ed for a spin is non-existent. <br /><br />FYI, the game that sells more than the rest combined (OK, slight exaggeration) is X-Wing which I also cannot (or will not) afford.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-83314258158244458332016-07-28T08:27:36.192-07:002016-07-28T08:27:36.192-07:00In Warhammer 40k, 7th edition, there's both pl...In Warhammer 40k, 7th edition, there's both player reactions in all phases of play, and a sense of momentum in how it play. There's also a rhythm that a good player uses so that the back and forth of player turns swings in their favour. As a product that probably sells more than all other games combined, it's probably worth considering what it does right instead of presuming what it does wrong. At least you may have the opportunity to learn about how the game has evolved since the 5th edition.Nurglitchhttps://www.blogger.com/profile/12181931346965476499noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-77337424784647114232016-07-28T04:49:27.773-07:002016-07-28T04:49:27.773-07:00If you want something a bit "out there" ...If you want something a bit "out there" in the no-measure no-limits, but with sci fi I suggest:<br /><br />https://bombshell-games.com/rogue-planet/<br /><br />I think I reviewed it... yup<br /><br />http://deltavector.blogspot.com.au/2015/08/rogue-planet-sci-fi-skirmish-rules.html<br />evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-91644331373509770052016-07-28T04:06:01.617-07:002016-07-28T04:06:01.617-07:00I own Crossfire, but have never effectively manage...I own Crossfire, but have never effectively managed to play a game of it (lack of opponents/desire to base units together/not enough terrain). I am, however looking at it and wondering if I can transfer it to my Sci Fi miniatures and see what happens. Jameshttps://www.blogger.com/profile/10496041431255513375noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-25042143881631914632016-07-27T05:27:40.563-07:002016-07-27T05:27:40.563-07:00Agreed.
I think we've discussed this before ...Agreed. <br /><br />I think we've discussed this before with Ivan - the idea that for a successful rulebook, you need to be familiar, yet add a new twist.<br /><br />Evolution tends to sell better than revolution. I think we've caught up enough that Crossfire, if it was released today, could be a major success.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-32425447570138868252016-07-27T04:50:54.348-07:002016-07-27T04:50:54.348-07:00Crossfire was ahead of its time and so innovative ...Crossfire was ahead of its time and so innovative that it wasn't picked up as it deserved. I would love to see a second edition which incorporates supporting arms (Vehicles, Artillery) effectively. I think it could do well. Paul O'Ghttps://www.blogger.com/profile/08611720164170399684noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-89509644808337970422016-07-27T01:42:06.087-07:002016-07-27T01:42:06.087-07:00I agree. In the last post (#68?) I looked at alter...I agree. In the last post (#68?) I looked at alternate activation in the view of "inbuilt" or "inherent" reaction. However I'm thinking by limiting the actual actions per activation to one, it makes it more fluid -i.e. the more minor the tit-for-tat, the better it "flows."<br /><br />Not sure about big battle games as its the one genre I currently eschew - but Warmachine-esque CCG-style games work fine with IGOUGO, too.<br /><br />evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-66097948539062054282016-07-26T22:59:17.119-07:002016-07-26T22:59:17.119-07:00Random thoughts in no particular order of import:
...Random thoughts in no particular order of import:<br /><br />*I am wondering if games with alternating activations really need reaction fire to a great extent. <br />Some would argue yes and most games do, but I feel like the alternating sequence already manages it fairly well.<br /><br />*IGOUGO has one big application still, I feel: Pre-20th century warfare.<br /><br />Not universally of course, but when we're dealing with a near-lack of communication ability, very limited command/control options and battlefield philosophies that dealt with armies rather than units in many cases, I find that IGOUGO can actually function very well.<br /><br />Weaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.com