Subject:
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Re: Green Ship MOC
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Newsgroups:
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lugnet.gaming
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Date:
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Mon, 26 Mar 2001 19:28:13 GMT
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Viewed:
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1712 times
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Mr L F Braun wrote:
>
> In lugnet.pirates, Frank Filz writes:
> > Mr L F Braun wrote:
> > > Stands to reason. But could not the larger class still be useful,
> > > if only for carrying capacity, speed, and hits to destroy? I'd
> > > be interested in hearing what the new difference would be, if any.
> >
> > I would be inclined to make the only change be that the number of cannon
> > doesn't jump. The hit points and initial crew for a battle game probably
> > do make sense to have the jump. Of course it's a limited issue in some
> > ways the way I will tend to be running the game since I'm not sure how
> > often the larger ships will come into play if we constantly do the
> > campaign game style. I'm hoping we can get a smoother running game, and
> > I think I will make it easier to get treasure so ship upgrades happen
> > more often.
>
> That's a lot to balance, granted--and upon thinking about it,
> I agree that it's kind of silly to add cannon. After all,
> there's no added amount of broadside area, so why more guns?
>
> Regarding treasure, it might be easiest just to make merchant
> vessels easier to catch. For example, give a speed bonus to
> Pirate captains, or a speed "negative" to merchant ships. If
> you have certain designated merchant vessels that cannot be
> impressed as pirate ships directly but only sold off--for
> example, fluyts and merchant cutters--that can avoid the
> "rampaging Pirate fleet" effect. After all, the easiest way
> for pirates to get booty was to take ships; very often, they
> could not use the vessels themselves (or could only make one
> seaworthy).
>
> > The other thought would be to have session to session continuity so that
> > over time you may get bigger ships (but make sure the game is
> > sufficiently destructive that you get reset often to avoid the 18th
> > level wizard problem).
>
> I've thought about that too--it presumes of course a cadre
> of us who will play in every possible session (gee, I wonder
> who that would be...) which isn't hard to envision. If one
> either adds hazards to large ships, or makes the challenges
> rise all that much faster, it can help keep things in check.
> In reality, a few pirate cutters flitting about wouldn't
> have been too attention-getting, but a pirate frigate, that
> would have brought the Navy out in superior force. And a
> pirate cutter can disguise itself, whereas a known large
> outlaw ship would be very hard to pass off as anything but.
> They're all fairly unique, after all! And the larger a ship
> gets, the more pirates you need to run it, and thus the
> greater the likelihood that you'll have a disgruntled crewman...
>
> > I've also toyed with the idea of starting players with larger ships, but
> > then the cutters might not come into play very well (though perhaps
> > players could be started with 2 or 3 classes of ship).
>
> That's a possibility; I like the idea of a fleet that nibbles
> its opponents to death like a flock of ducks. What about the
> possibility that any ship not under direct control goes its
> own way? A necessity for keeping ships within LOS might
> be ideal.
>
> > I may have to consider thoughts on a battle game with enough campaign
> > style elements that people can start with several classes of ship, but
> > still encourage some of what I see as the good points of the campaign
> > game (one must realize that my interest in gaming has always been
> > campaign role playing, I've never been too much of one for traditional
> > war games).
>
> Ah. Well, I think as we'd done it we were set up for either
> campaign or battle royale.
>
> > > I'm glad you managed to get a bunch of those. I'm now wishing
> > > I hadn't gotten rid of all my Weapons Wagons. Wait, I still do
> > > have a couple unopened! (What sets did those pieces come in?)
> >
> > As far as I know, the only place the 1x4 plate with rod hooking down
> > have appeared in black have been pirate ships. I got my stock from
> > AucZilla or one of the other big parts auctions. I remember paying a
> > pretty penny for them, but I was willing to do so because I knew I
> > wanted to convert a bunch of older pirate ships to studs up spars. I was
> > ecstatic to see the part in the Axe Cart even if it was in red.
>
> Ah, it was the 1x4 with towball in the Weapons Wagon. Yes,
> those are rare bits indeed...none of the new sets have them
> either, I gather. :( I think I do have a few yellow ones,
> though--I'm not sure however.
Nope, not the 1x4 with towball either. The Weapons Wagon has 3 1x2 plate
with rod hooking up, and a cannon. The 1x4 plate with towball is
available in a couple recent (non-Pirate) sets: 5978 Sphynx Secret
Surprise (4 in brown), 6584 Extreme Team Challenge (4 in white). I also
bought a horde of black 1x4 plates with towball (those I think I got on
eBay). The good thing is that I'm building up a good collection of red
1x4 plates with towball, so I'll be having a bunch of ships with red
spars. The one thing I think I'm still missing (and I have no idea if it
exists) is 1x2 plate with 3 hinge fingers along one side in red. I also
only have one or two of the 1x6 (or is it 1x8) plate with 2 hinge
fingers at one end and 3 at the other end.
--
Frank Filz
-----------------------------
Work: mailto:ffilz@us.ibm.com (business only please)
Home: mailto:ffilz@mindspring.com
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Message is in Reply To:
| | Re: Green Ship MOC
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| (...) That's a lot to balance, granted--and upon thinking about it, I agree that it's kind of silly to add cannon. After all, there's no added amount of broadside area, so why more guns? Regarding treasure, it might be easiest just to make merchant (...) (24 years ago, 26-Mar-01, to lugnet.gaming)
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