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Subject: 
CP Limits (was RE: Bubble Gum Crisis: A Great Game)
Newsgroups: 
lugnet.org.us.nelug, lugnet.gaming.brikwars
Date: 
Tue, 16 Sep 2003 16:32:36 GMT
Viewed: 
8146 times
  
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)
 
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)

Message is in Reply To:
  Re: Bubble Gum Crisis: A Great Game
 
(...) Not to throw in a "me too!" post, but I have to agree here. This was a great game! My pictures at: (URL) points: (1) Small budgets, small budgets, small budgets! With only 150 CP allowed per person, most participants only had 1 to 3 troopers. (...) (21 years ago, 14-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)  

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