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 Gaming / 1725
  Re: ESPG Rule Mod?
 
(...) One possible way to deal with this would be to allow each ship to "advance" a class or two by adding more guns, but limiting the number of times a ship can do this. Once you add another cannon, your ship counts as the next higher class for (...) (20 years ago, 29-Apr-04, to lugnet.gaming)
 
  Re: ESPG Rule Mod?
 
(...) This would interfere with movement something fierce, as typical game areas have a LOT of islands. Worse, it would interfere with landing at islands and searching for treasure, picking up castaways, getting jumped by mummies, etc. because (...) (20 years ago, 29-Apr-04, to lugnet.gaming)
 
  Re: ESPG Rule Mod?
 
Several responses on this thread... As far as draft: As Larry mentions, at least in the games I run, the seas are crowded with islands, so having shallow water extend out several inches would really be a hassle. Also, without actually marking the (...) (20 years ago, 29-Apr-04, to lugnet.gaming)
 
  Re: ESPG Rule Mod?
 
I wouldn't go with the draft idea, unless it was minimal. If anything, I'd say class minus three inches. This would make big ships use boats, but allow cutters to pull right up next to the islands. Ports would of course be deep enough for anything (...) (20 years ago, 1-May-04, to lugnet.gaming, lugnet.pirates)
 
  Re: ESPG Rule Mod?
 
(...) I'm sorry, that sounded really arrogant. What I meant is that I just bought a TON of gold for the pirate game, and that it seems like a waste not to use it. Frank, do you make everyone empty their pockets after a game ends? Just curious. (...) (20 years ago, 1-May-04, to lugnet.gaming, lugnet.pirates)
 
  Re: ESPG Rule Mod?
 
(...) I really like the idea of using draught as a quality--it would slow down the really "big" ships in and amongst the islands, and allow maneuverability to mean something. But it also would give the cutters an advantage in getting to the treasure (...) (20 years ago, 1-May-04, to lugnet.gaming, lugnet.pirates)
 
  Re: ESPG Rule Mod?
 
(...) I'd think it would actually skew things in favor of the merchants. Not only would they be controlling the same number of guns, but they'd have more carrying capacity where the escort's cannon would have been, and they'd have the advantage of (...) (20 years ago, 1-May-04, to lugnet.gaming, lugnet.pirates)
 
  Re: ESPG Rule Mod?
 
"Purple Dave" <purpledave@maskofdestiny.com> wrote in message news:Hx1Lxu.zFE@lugnet.com... (...) Imperial... (...) only... Very good points. Chris Weeks and I have talked about how to make non-pirates viable as players. We just have not come up (...) (20 years ago, 3-May-04, to lugnet.gaming, lugnet.pirates)
 
  Re: ESPG Rule Mod?
 
"Mr L F Braun" <braunli1@pilot.msu.edu> wrote in message news:Hx1Bxn.1rFx@lugnet.com... (...) I'd say (...) cutters (...) enough for (...) My biggest concern with adding draught is the added complexity for not that much gain. I also don't want to (...) (20 years ago, 3-May-04, to lugnet.gaming, lugnet.pirates)
 
  Re: ESPG Rule Mod?
 
"Wes Davis" <kitsurugi_yui@hotmail.com> wrote in message news:Hx0vwM.1vCB@lugnet.com... (...) bought a (...) it. (...) curious. (...) I don't think I've had that much trouble with stuff walking. But that concern is one reason I am looking for a way (...) (20 years ago, 3-May-04, to lugnet.gaming, lugnet.pirates)

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