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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Morrus" data-source="post: 5030168" data-attributes="member: 1"><p>We had a long, long playtest session yesterday (all day!) - here's what we concluded:</p><p> </p><p>- AP total changing from damage or repairs should not take effect until next turn</p><p>- Aura damage must apply at the very start of the turn prior to actions or movement</p><p>- Remember to reduce those shield costs</p><p>- Launched fighters placed next to carrier immediately, but should not act at all until next round</p><p>- Adding a +2 bonus to hit from the rear totally changes fighter combat dynamics for the better</p><p>- There should be a +2 bonus to hit a stationary ship</p><p>- Fighters are way too powerful - impossible to hit. Adjustments to hit probabilities needed. Adding agility to attack rolls seesm to work perfectly.</p><p>- Heroes in their current form have no effect on the game whatsoever.</p><p>- The biggest issue: user interface. How to record all the info? Small speed counters on the ships created a horribly messy and cluttered game map, especially with lots of fighters. Tracking HP and shields and readied actions and sensor locks all gets messy and players forget things a LOT. Need a really good user interface for all this stuff.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5030168, member: 1"] We had a long, long playtest session yesterday (all day!) - here's what we concluded: - AP total changing from damage or repairs should not take effect until next turn - Aura damage must apply at the very start of the turn prior to actions or movement - Remember to reduce those shield costs - Launched fighters placed next to carrier immediately, but should not act at all until next round - Adding a +2 bonus to hit from the rear totally changes fighter combat dynamics for the better - There should be a +2 bonus to hit a stationary ship - Fighters are way too powerful - impossible to hit. Adjustments to hit probabilities needed. Adding agility to attack rolls seesm to work perfectly. - Heroes in their current form have no effect on the game whatsoever. - The biggest issue: user interface. How to record all the info? Small speed counters on the ships created a horribly messy and cluttered game map, especially with lots of fighters. Tracking HP and shields and readied actions and sensor locks all gets messy and players forget things a LOT. Need a really good user interface for all this stuff. [/QUOTE]
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