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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5034740" data-attributes="member: 710"><p>I keep thinking about how to better organize the cheats with colors without making them too colorful. Maybe one possibility would be to group the equipment list in the types you used earlier, and surround each group with the color associated with the type of equipment. It should be easy to always find the stat entry you need for a "task".</p><p></p><p>Attached is one <s>photoshopped</s>paint.netted attempt. The grouping here doesn't make sense to me. I think the organization in that list is "suboptimal".</p><p></p><p>One way to distinguish them might be "procedural" - at what point in resolving a full round of combat become they relevant? How do they fit into my decision-making process.</p><p></p><p>Maybe these group work, if the existing one is lacking: </p><p>- Weapon Systems</p><p>- Shields</p><p>- Repair systems</p><p>- Hangars</p><p>- Special/Miscellanous systems (like sensors, jamming devices.)</p><p></p><p>I am not sure if I'd group tractor breams under weapon systems or miscellanous systems. It kinda makes sense, since they are offensive in use and all that, but they don't follow the standard rules for weapons and they might require "spcecial note". </p><p></p><p>Either way:</p><p>- Shields you probably need to know out of your turn (how well am I defended?) and during your turn (what do I have to do to raise/repair them, if anything?)</p><p>- Repair System are relevant on your own turn.</p><p>- Hangars require you to decide when and what to launc at some point on your turn.</p><p>- Special/Misc Systems are probably unique to your ship and they might be relevant at any point, depending on the system. You basically know "always keep a look at these entries, they might be important.)</p><p>- Weapon Systems are used on your own turn and determine how you can attack.</p><p></p><p>I would probably put weapon systems and hangars at the top. Maybe shields and repair go to the bottom, keeping them closer to the damage track and the shield track.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5034740, member: 710"] I keep thinking about how to better organize the cheats with colors without making them too colorful. Maybe one possibility would be to group the equipment list in the types you used earlier, and surround each group with the color associated with the type of equipment. It should be easy to always find the stat entry you need for a "task". Attached is one [s]photoshopped[/s]paint.netted attempt. The grouping here doesn't make sense to me. I think the organization in that list is "suboptimal". One way to distinguish them might be "procedural" - at what point in resolving a full round of combat become they relevant? How do they fit into my decision-making process. Maybe these group work, if the existing one is lacking: - Weapon Systems - Shields - Repair systems - Hangars - Special/Miscellanous systems (like sensors, jamming devices.) I am not sure if I'd group tractor breams under weapon systems or miscellanous systems. It kinda makes sense, since they are offensive in use and all that, but they don't follow the standard rules for weapons and they might require "spcecial note". Either way: - Shields you probably need to know out of your turn (how well am I defended?) and during your turn (what do I have to do to raise/repair them, if anything?) - Repair System are relevant on your own turn. - Hangars require you to decide when and what to launc at some point on your turn. - Special/Misc Systems are probably unique to your ship and they might be relevant at any point, depending on the system. You basically know "always keep a look at these entries, they might be important.) - Weapon Systems are used on your own turn and determine how you can attack. I would probably put weapon systems and hangars at the top. Maybe shields and repair go to the bottom, keeping them closer to the damage track and the shield track. [/QUOTE]
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