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#1 |
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Join Date: Mar 2012
Location: Colorado
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I'm having a really hard time with Spaceships, and I need some input on how to make it work for me.
Y'see, it's partially the combat system. And it's not just Spaceships that's the issue. Many games that handle man to man combat fluidly switch it up to very long-duration turns in space combat. And the rules in Spaceships leads one in that direction as well, with any game run at 20-second turns, which are still too long in my eyes, requiring really odd pairings of starting velocity and thrust to be appropriate, at 10 mile hexes or longer ranges. So, I need to get over my dislike of long turn lengths. Help me to appreciate how you keep any level of tension in a fight where you tell your players "You have ten minutes - what do you do in that time? Oh, and you can fire a whole lot of times during that timeframe, but you won't want to, because it's really quite futile and you'll run out of ammo entirely too quickly..." Let's just discuss that first, and maybe we can come around to how to make Spaceships a little less cookie cutter. I'm actually leaning towards T:ISW ships instead, but am sulking because I can't reconcile how a 1 ton missile launcher holds 1.8 tons of missiles... |
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| spaceships |
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