Subject:
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Re: CO BrikWars get together
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Newsgroups:
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lugnet.loc.us.oh
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Date:
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Mon, 10 Apr 2000 18:29:08 GMT
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Viewed:
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1198 times
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> What I forgot to say last time was, there is no heatseeking, and there is no
> radar, in BrikWars, which is why none of these things would make any real
> difference (except chaff in rare circumstances). BrikWars missiles fly so
> fast that there is no way a pilot or computer would have reflexes fast enough
> to drop countermeasures anyway, especially since there is no 'radar lock'
> warning, on account of there being no radar.
Heh, if there is no radar, a stealth aircraft is pointless. :)
>
> We have this plan to write a supplement for each TekLevel, after the million
> other supplements we have planned to do, so maybe when we get to the TL4
> supplement we'll write some rules for that kind of stuff. But I doubt it,
> countermeasures just aren't funny enough to waste extra rules on. (Although,
> dropping chaff into a crowd of minifigs could be pretty entertaining.) And I
> don't know yet who I'd get to write TL4 text anyway, none of the crew are big
> enough fans of that genre to want that project.
>
> > If somebody launches a missile at my horribly expensive flyers, I *will* want
> > Flares & Chaff.
>
> While that's a fine attitude for other more serious games, I really advise you
> to change your strategy for BrikWars. If you make avoiding damage such a
> priority, I can just about guarantee that you will not enjoy the game at all,
> and that would be sad since you've put so much work into putting this event
> together. The game just isn't designed to support that kind of play. Or I
> should say, we went out of our way to design the rules to specifically
> discourage that kind of play. So forget your impenetrable bunkers, forget
> your unshootable ships, even if you could find a loophole that let you build
> them you would only succeed in making the other players resent you.
>
> Every object in BrikWars is designed to get blown up as easily as possible,
> every unit can get killed in one lucky shot, no matter how horribly
> expensive. If you can't bear to see it go down in flames on the second turn
> of play, don't put it on the field. The only way to keep from getting killed
> is to kill the other guy first, so maximize your mobility and offensive
> capability. I swear, you kids who grew up with Operation Desert Storm, you
> have these weird ideas about how battles are supposed to work.
If stuff can go down with one lucky shot, the best building tactic would be to
have a huge army of spread out [armed] minifigures.
Question .... do minifigures have to be in color? Spacemen usually have the
planet icon with the spaceship orbiting it. I have 1 broken torso with that
insignia. (And a ton of other misc. stuff.)
>
> > Stealth armor is different from a cloaking device.
>
> Yeah, I just figured since I'd already shot down the stealth idea earlier in
> the message, I'd show you another option.
>
>
> - Mike Rayhawk
>
>
> --------------------------------------------------
> Check out the Official BrikWars Home Page at
> http://www.teleport.com/~rayhawks/brikwars.htm
> --------------------------------------------------
LegoMasterLuke
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Message has 1 Reply: | | Re: CO BrikWars get together
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| (...) Not really, minifigs get splattered pretty quick whether the shots are lucky or not, and they're also relatively slow. (...) The rules aren't very strict in that regard, they're only so you can tell different troop types apart (i.e., the only (...) (25 years ago, 10-Apr-00, to lugnet.loc.us.oh)
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Message is in Reply To:
| | Re: CO BrikWars get together
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| (...) They're only a huge waste of points if you try to build something so strong it can't be blown up. We did that on purpose. To put something on the field that can't be blown up is a huge waste of everybody's time. It's fine in real life of (...) (25 years ago, 10-Apr-00, to lugnet.loc.us.oh)
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