To LUGNET HomepageTo LUGNET News HomepageTo LUGNET Guide Homepage
 Help on Searching
 
Post new message to lugnet.gaming.brikwarsOpen lugnet.gaming.brikwars in your NNTP NewsreaderTo LUGNET News Traffic PageSign In (Members)
 Gaming / BrikWars / 114
    Re: Zombies! —Joe Comeau
   I like it! It sounds like you've thought things out well. As for if it's balanced or not, I think we should just try it and see. The only thing that I think might be an issue is the number of townsfolk milling about. Too many people means looong (...) (21 years ago, 2-Dec-03, to lugnet.gaming.brikwars)
   
        Re: Zombies! —Wayne McCaul
   (...) Actually, I was sort of thinking about the normals not really moving much at all to begin with. I know that's sort of counter-NELUG-BrikWa...intuitive, but I sort of just imagined the people in small groups just discussing the ramifications of (...) (21 years ago, 3-Dec-03, to lugnet.gaming.brikwars)
   
        Re: Zombies! —Joe Comeau
    "Wayne McCaul" <wmccaul@comcast.net> wrote in message news:HpC52o.1B1L@lugnet.com... (...) it's (...) that (...) player? (...) at all (...) I (...) on a (...) Alternativley, (...) figs. While I like this approach, it still will ultimate slow down (...) (21 years ago, 4-Dec-03, to lugnet.gaming.brikwars)
   
        Re: Zombies! —Wayne McCaul
   (...) [snip] (...) Agreed. The most obvious answer is to restrict that actual amount of townsfolk. I'm just not sure what the right balance might be. I mean, the scenario is sort of dependent on there being this pool of potential units for each side (...) (21 years ago, 4-Dec-03, to lugnet.gaming.brikwars)
 

©2005 LUGNET. All rights reserved. - hosted by steinbruch.info GbR