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Subject: 
Re: CP Limits (was RE: Bubble Gum Crisis: A Great Game)
Newsgroups: 
lugnet.org.us.nelug, lugnet.gaming.brikwars
Date: 
Tue, 16 Sep 2003 21:05:37 GMT
Viewed: 
22 times
  
Okay, that's a good point, Joe. I guess I was more *thinking* that lower CPs
translated into lower unit counts, and that's probably flawed.

To be honest, I think what I'm driving at is how to make the game turn a bit
quicker? More bang for the buck. I think it would be super groovy if combatants
had plenty of time to really get up in each other's faces and conduct several
turns of no-holds-barred fighting.

Although, I'm just happy to play sometimes. :D

In lugnet.org.us.nelug, Jonathan Dallas wrote:
I would love to see more games where the CP cap is high, but the number of troops
on the board is reduced.  I'm thinking one or two units per person and use hit
points to keep them alive long enough to have some fun.

Maybe this solves part of my problem. Few units, more turns. But doesn't this
create lots of powerful super units? (That not necessarily a bad thing.)

-Evil Wayne


In lugnet.org.us.nelug, Joe Comeau wrote:
Actually, Shaun and Wayne, I think you've missed the important point.  I
don't think it has solely to do with small CP caps, but rather the number of
units.  While the CP limit can clearly influence the number of units you can
create, in a game like BGC, we could have easily raised our cap by another
50 CP per player without adding very many units, if any.  While I was able
to buy a mechanik with one of my units, I couldn't afford to buy a recovery
vehicle or spare parts.  I would have liked to have added to, or made
additional modifications on, some of my creations, but couldn't because of
the CP limitation.

Clearly in a TL2 game, your CP limit has a far greater impact on the number
of units you could end up with, *unless* you had a maximum unit cap.  The
remainder CP could then go into ballistae and such or even *gasp* magic.

My concern is that people will never have games above 150 CP any more to
keep the number of units down, but I feel that can be quite limiting.
Instead, what I'm saying is that a unit cap is just as acceptable as a CP
cap and there's no reason why you can't have both.

- Joe

"Wayne McCaul" <wmccaul@comcast.net> wrote in message
news:HLBFAC.8Bp@lugnet.com...
In lugnet.org.us.nelug, Shaun Sullivan wrote: <SNIP>
(1)  Small budgets, small budgets, small budgets!  With only 150 CP allowed per
person, most participants only had 1 to 3 troopers.  We played with partial
civilian control (described here: http://news.lugnet.com/org/us/nelug/?n=2978),
which was responsible for about half of each turn.  I'm a convert to small
budgets.  Sure, you don't get to use everything cool that you can come up with,
but oh! the rewards!

Actually, I think limited CP is always a good idea (and I'm always happy with
TL5+). With this many people, it's really *necessary* to have lower CP. It's
about the only way we can squeeze this many turns in.

Most of the games I have played have been squad games. A handful of troopers and
a vehicle or two. The biggest game we had The Battle for Corporate Sponsorship,
where both teams were vying for those lucrative product, tie-in contracts by
beating the snot out of each other. We had a CP limit of like 1500 or so. We had
flyers, tanks, troopers and other fun stuff
(http://www.brickshelf.com/cgi-bin/gallery.cgi?f=21182). But with only two
players, we did manage to get in about 8 or 10 turns before calling it quits.

As players go up, CP should probably come down; 150 was a good number.

I think that, ideally, if you were going to have a mega-CP game, you might
consider some central location where it could be left set-up. Then a game could
be spread out over a whole weekend or a couple of sessions not-too-far apart. I
know, not really likely (but I wouldn't mind trying).

While I defiantly got my groove on over the Bubblegum game, by far, one of the
best BrikWar games I've played. However, I would have liked to have seen the
main combatants have more interaction with each other. It really wasn't until
the last turns where they came in contact with each other. Team Villain had tons
of fun because we were knocking off civvies right from the get go.

I would be interested in exploring ideas on how we can squeeze more turns out,
more mayhem, more carnage...


-Evil Wayne


Oh, I remembered my Moe quote from Saturday night (and then looked it up for
accuracy):

"You go through life, you try to be nice to people, you struggle to resist the
urge to punch 'em in the face, and for what? So some pimply little puke can
treat you like dirt because you're not on the team. Well, I'm better than dirt.
Well, most kinds of dirt. I mean not that fancy store bought dirt. That stuffs
loaded with nutrients. I... I can't compete with that stuff." -Moe Szyslak



Message has 1 Reply:
  Re: CP Limits (was RE: Bubble Gum Crisis: A Great Game)
 
"Wayne McCaul" <wmccaul@comcast.net> wrote in message news:HLBrxD.3oA@lugnet.com... (...) CPs (...) bit (...) combatants (...) several (...) Totally agree. What's interesting though is that actually moving units isn't the slow part. Rather it's (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)

Message is in Reply To:
  Re: CP Limits (was RE: Bubble Gum Crisis: A Great Game)
 
Actually, Shaun and Wayne, I think you've missed the important point. I don't think it has solely to do with small CP caps, but rather the number of units. While the CP limit can clearly influence the number of units you can create, in a game like (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)

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