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Range simplification
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Gangrene
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PostPosted: 29-Apr-2003 21:59    Post subject: Range simplification Reply to topic Reply with quote

Here's one way to simplify Btech for the mass market and newbs: how about grouping the weapons into range categories like what was done in Bspace. Has anyone tried it?

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Nightmare
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PostPosted: 30-Apr-2003 07:55    Post subject: RE: Range simplification Reply to topic Reply with quote

No, but that's a good idea for streamlining the rules. Tell us how it works out if you test it

It's been ages since my group recruited any newbies for any game, but it has nothing to do with the rules. More with people having too little time to get together these days. Working for a living is necessary, and odd shifts seldom meet.

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PostPosted: 30-Apr-2003 15:28    Post subject: RE: Range simplification Reply to topic Reply with quote

Tis true. sounds great. But I know I havent played in over 8 months now. My friends all have saturday off I work. *shrug*



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Vagabond
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PostPosted: 01-May-2003 05:30    Post subject: RE: Range simplification Reply to topic Reply with quote

i suggested this a while back. my version had a couple alterations to it, but it tied into my FCS [fire control system] idea.

basicly it was, the weapon itself is no better or worse at verying ranges. there accurcay was totally based on the FCS Computer.

A Medium Laser still fired 9 hexes, but only counted as a short range FCS bracket. thou i think i added a MAXIMUM range modifier like minimum range. every hex above MAX caused a +1 mod to hit.

ex: Medium Laser- bracket range: short; Range: 9; MAX: 6
ex: PPC- bracket range: medium; range: 18; MIN: 3; MAX: 14

so while at 6 hexes you get +0 on ML, but at 9 a +3. ppc at 9 hexes +0, at 14 +0, at 18 +4. get the idea.

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Gangrene
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PostPosted: 01-May-2003 10:58    Post subject: RE: Range simplification Reply to topic Reply with quote

Thats an interesting idea. I am not sure if I like how performance degradation is handled in that, though. I still prefer something a little more linear with range. That idea would make games considerably shorter, though.

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Gangrene
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PostPosted: 01-May-2003 11:06    Post subject: RE: Range simplification Reply to topic Reply with quote

If I get a chance to test it I will.

Here's another thought about range: since we all know that the ranges are completely unrealistic has anyone ever played a game with increase ranges to see what would happen? If all the increases were done linearly it probably wouldn't effect game balance.

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Jade_Dragon
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PostPosted: 01-May-2003 11:12    Post subject: RE: Range simplification Reply to topic Reply with quote

Problem with increasing range is that you really need to increase the number of maps to allow the units half a chance to maneuver, and then most people run out of space.

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Gangrene
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PostPosted: 01-May-2003 20:10    Post subject: RE: Range simplification Reply to topic Reply with quote

Why don't people just maneuver under fire? Its not that hard. Heck, chances of hitting anything at long range other than assault mechs are practically nil anyways.

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