Subject:
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Re: Pirate Game Postmortem (Was: Re: Brickfest)
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Newsgroups:
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lugnet.gaming
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Date:
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Tue, 13 Jun 2000 20:43:06 GMT
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Viewed:
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1400 times
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Mr L F Braun wrote:
>
> In lugnet.fun.gaming, Frank Filz writes:
> > Well, I guess I'm going to do some piecemeal responses... I will craft a
> > final report in a week or so though.
>
> Great! Is this something you can share with us when it's crafted?
Of course.
> > Some quick comments before addressing some of Lindsay's comments:
> >
> > After looking at some of the pictures, I'm glad I forgot tape measures
> > and rulers. The LEGO range sticks look real good in the pictures, and
> > highlights the LEGOness of the game. I will make some smaller rulers for
> > personal combat. Sometimes it was hard to maneuver the large ruler
> > through the ships rigging to get the range for a pistol shot.
>
> I agree--I really liked the brick rulers. However, I do think
> that 1x3 segments would be more useful than 1x4 segments--I'd
> rather have compressed the range somewhat. I think that our
> efforts at compression were definitely in the right direction,
> and made for a better game.
Actually, I wouldn't want to compress the inch any. The pistol fire was
difficult as it was with a -1 per inch. Compressing that would make
pistols almost useless (gee - I have no chance of hitting someone on the
other side of my ship...)
> I didn't see precisely how the pursuit took shape, but in my
> case if I had made straight for the ship, I would have been
> in a lot of trouble and would have ended up in a stern chase.
> I had to head it off and get ahead of it, and then pray that
> I could be close enough to get under it. There was some
> tactical computation going on there.
You did have a wind which was a little more favorable to you though, but
yes, it takes some planning to catch another ship.
> > Chris and I also discussed modifying the weather to be a somewhat
> > simpler system, and also guarantee more changes in wind direction.
> > Playing a whole game essentially under one wind direction was boring
> > (and resulted in frustration for Shiri, a wind change would have either
> > given the merchant a surge and cleaner escape, or would have given her
> > an advantage).
>
> I think that all we needed was a greater variation across winds
> from the W, SW, and NW--a greater chance of wind shifting would
> really help. But not to the point of making the wind suddenly
> turn 180 degrees, of course. Maybe have one standard "wind
> tendency" per game? Say, if wind tended to be from the West
> in any given game, the chances of wind changing would be computed
> either towards that direction or away from it? An example:
What we talked about was definitely more variation in wind direction.
I'm not sure the variation in wind speed is that worthwhile. It added
complexity without changing much (if anything, it slowed the game down
because we spent so much of the game under a light wind). I forget if
actual wind generation charts are provided (I'll have to ask Steve about
those), but I think the system is designed for slow change. I think it
would be good for the wind to eventually change 180 degrees from what it
started at.
--
Frank Filz
-----------------------------
Work: mailto:ffilz@us.ibm.com (business only please)
Home: mailto:ffilz@mindspring.com
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Message has 1 Reply: | | Re: Pirate Game Postmortem (Was: Re: Brickfest)
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| Hi All, Mind if I join in? :-) I'm thinking about possibly running a game during PNLTC's big event during the summer, kind of "adding on" to our event to include a Brickfest of sorts and I've been actively following along trying to gather ideas. (...) (24 years ago, 14-Jun-00, to lugnet.gaming)
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Message is in Reply To:
| | Re: Pirate Game Postmortem (Was: Re: Brickfest)
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| (...) Great! Is this something you can share with us when it's crafted? (...) I agree--I really liked the brick rulers. However, I do think that 1x3 segments would be more useful than 1x4 segments--I'd rather have compressed the range somewhat. I (...) (24 years ago, 13-Jun-00, to lugnet.gaming)
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